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I'm not addicted to Forge of Empires. I can quit anytime. No really I can! Just not today.

Thursday, March 26, 2026

Anniversary Event 2026 beta to live server changes are complete

 We'll just list them from the information sheet that will go live sometime tomorrow.

Anniversary Task Improvements

Restructured task difficulty tiers so tasks feel more achievable and can be completed more frequently:

  • The old Hard tasks have been removed entirely
  • Medium tasks are now Hard tasks - same conditions, but on the Hard slot
  • Easy tasks are now Medium tasks - same conditions, but on the Medium slot
  • A new, even simpler Easy task has been added

Adjusted task rewards to reflect the higher task completion rate across all task difficulties:

  • Grand Prize progress per task:
  • Easy 40 → 30
  • Medium 60 → 35
  • Hard 80 → 40

Research Coins per task:

  • Easy 1 → 1
  • Medium 3 → 2
  • Hard 9 → 4

Lowered reroll costs to make rerolling more accessible:

  • Medium tasks: 0 (Free) → 10 (cap)
  • Hard tasks: 0 (Free) → 10 → 20 → 30 (cap)

Colorless Piece Improvements

Doubled Grand Prize progress from all Colorless Pieces. Grand Prize progress is earned each time you free a locked Colorless Piece on the board, so this change makes using Prismatic Essences more rewarding:

  • Level 1: 4 → 8 Grand Prize progress
  • Level 2: 8 → 16 Grand Prize progress
  • Level 3: 12 → 24 Grand Prize progress
  • Level 4: 16 → 32 Grand Prize progress

World Challenge Improvements

  • Expanded the World Challenge from 10 levels to 20 levels
  • World levels now progress more easily
  • All Anniversary tasks now contribute 1 progress to the World Challenge Task. Previously, Easy/Medium/Hard tasks gave 1/2/4 progress, which meant you had to carefully manage the order you collected rewards to avoid losing overflow progress
  • Completing a World Challenge Task now requires 14 progress (up from 12). Because tasks across all tiers are now completed much more frequently due to the Anniversary Task improvements, you will accumulate World Challenge progress faster despite the slightly higher threshold
  • Increased the task reward at max world level from 1 to 2 Network Coins

Grand Prizes, Silver & Golden Event Pass Changes

Replaced Viaticum Lighthouse and Airship rewards (Selection Kits and all tiers of Upgrade Kits) in the Grand Prizes with:

  • World's Fair Selection Kits
  • One Up Kit
  • Mass Self-Aid Kit
  • Finish All Supply Productions
  • Store Building Kit
  • Renovation Kit

Increased Historical Allies fragment rewards from 250 to 500 fragments (Tamar of Georgia and David Soslan) and used the freed-up reward slots for additional World's Fair Selection Kits

  • Network Vault Changes
  • Removed Finish All Special Productions from the Network Vault
  • Adjusted Eternal Market Platinum Selection Kit Fragments:
  • Changed from 100 fragments for 10 Network Coins (limit of 1) to 10 fragments for 1 Network Coin (limit of 10). The overall amount and cost stays the same, but allowing you now to buy exactly as many as you need
  • Increased cost for the One Down Kit to 3 Network Coins (limit of 35)
  • Added 4,000 Forge Points for 1 Network Coin (limit of 100)
  • Added 6,750 Goods of Current Era for 1 Network Coin (limit of 100)
  • Added Anniversary Boosters to the Network Vault:
  • 5 Gem Mines for 1 Network Coin (limit of 10)
  • 2 Gem Pickaxes for 1 Network Coin (limit of 10)
  • 1 Prismatic Essence for 1 Network Coin (limit of 10)
What does all this mean?  It means the balancing on beta showed people were not making enough progress on the world event so things got easier and cheaper in the store.  It's also cheaper to reset the board so do not go crazy spawning pieces trying to clear the board just use currency (energy) to reset it.

The maximum one-down kits you can get is 35 if you need those.  Keep in mind SASH players that a new age is coming out so once it does those one-down kits are no longer needed unless you're using multiple one-downs on an event building to get it to a certain age.  Like if you're in SASH and need OF goods to level the AO when the GB update hits.

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Anniversary Event on live server March 30, 2026

 

The beta write-up is here.

We have the information packeted for the event but were told to expect a few changes for live server so we'll edit and add-in quests and such when they're confirmed.  We got some angry feedback when we put what we knew in at the time and changed it before it went to live server.  It seems that since we don't have notifications when things change some people read the post and don't get the changes unless they come back so we're going to try it this way.  Post what we know won't change and update when we have confirmation on the other stuff.  Feel free to yell at us in the comments if you don't like this and we'll change back.  

It's the merge game 

But instead of getting keys for chests and using skill and strategy to maximize the daily special 

we now get this.


This is the item store mechanic.  The old system of combining key parts and getting as many parts as you can while only playing 2-3 boards and using 8-12 generated pieces per board is gone.  The strategy of setting up boxes to get double the reward is gone.  You'll still get 2x rewards once per day from the event store mechanic but there's no strategy about cycling the boxes or anything like that.  There's no strategy about storing level 2 key sets to combine with a blank level 2 to make a lv3 etc.  Once you combine the keys on the new system it automatically transforms into a random colorless gem.  The board does reset once a day for free but DOES NOT automatically reset at server reset.

So this is the new strategy.  We are not trying to maximize keys per board.  We are now trying to clear boards.  So if you have green lv 1 with bottom key you can either combine that with a green lv 1 with top key which will be consumed immediately and a colorless gem replaces it OR...

You can combine that lv1 bottom key with another lv1 bottom key making a lv 2 bottom key.  Combine that with another lv2 bottom key to make a lv3 bottom key.  Combine that with another lv3 bottom key making a lv4 gem with a bottom key.

Then do the same thing with the gems with the top key part until it's also lv4.  Then combine them which consumes it instantly and gives you a random blank gem.

The blank gems are nice but it's better to consume as many keys as you can because when your board is almost empty you will have lots of blank gems that are level 3 or 4 that you can't use.

Also, any gem you spawn does not have any key part.

We tried both strategies and it's better to unlock as many gems as you can with the same type of key fragment than it is to combine gems with different fragments and consuming them immediately.

As you unlock gems you will complete the tasks.  Now here is the important part.  The first task is easy it's always just unlock X gems.  The second task can be easy but can be insane as well.  The third task is usually (but not always hard).  So everyday you want to complete at least the first two tasks and get the double rewards.  You will not be able to complete the third task daily unless you want to buy a lot of event currency.

Now one thing to know is it's harder to unlock lv1 pieces than it is for lv 4 or lv 3 pieces so if you get a second quest that says open six lv 1 red pieces then reroll it.  Same for the third quest.  If you reroll a quest you will lose any progress you had so if you're going to reroll then do it immediately.  Don't start unlocking gems first.  It may be cheaper to pay energy to reset the board than to just keep spawning gems and hoping to get the right ones.  In fact if all you see on the board is lv1 gems and they don't have a pairing (top or bottom keys) it may be best to just reset.

Unlocking gems gives you progress on the prize bar and event store currency.

Completing prizes gives you progress on the world challenge and a different event store currency.



The regular event store will have the random discount mechanic and the ability to buy premium store currency.  You can buy the special boosts in the regular store and surely some content creators will tell you to do that but we can't justify doing that.

The premium store will not have any discount mechanic.  It will though have a one down kit.  There are a lot of campers in SASH that want one and don't want to buy the event pass to get one so here you go.

The building to give you fragments for a perpetual ascended world's fair is called the "Palace of Liquid Light) has two levels and is purchased in this premium store.

The rest is a copy/paste from the Beta post and will edit when the rest is confirmed.


Spawn movable gems.  Cost 10 energy (event currency).  These spawned gems can be used to unlock locked gems or combine with other gems to make it stronger.

Gems: 

The board is filled with gems locked behind glass and a free gem that can be moved.  You can match the free gem with a locked gem of the same color and level.

You can create more free gems by using the spawner button.  It takes event currency "energy" to spawn a moveable gem.



Once you match a gem it breaks the glass and levels up.  (You can also match free gems to level up and free higher level gems behind glass.)  

Unlocking gems advance the prize bar and you get a small prize.

Locked gems have a key part.  There are only two variables.  If you match gems with complementary key parts (color, level and type all match) it creates a full key.


New this year is we will not be collecting, storing and spending keys.

When you combine a gem so it has a top and bottom key part (form a full key) the key is consumed immediately (along with the gem).  In it's place there will be a colorless gem (with no key).  This colorless gem can be combined with any color gem and level up when merged.

We did not like the change as it took away player agency to use keys when they liked a daily prize but those are gone to and replaced with the store so it makes sense.

There are three boosters.


Gem Mines Booster spans free gems so you are not using event currency.


Gem Pickaxe Booster breaks a higher level gem into two lower level pieces.  This is very handy when you have a lv4 gem unlocked and two lv3 gems behind glass for example.  When you break it in two it retains the key or key fragment it had originally.


Prismatic Essence Booster turns all gems of a single color into colorless gems.  These gems can merge with any color.  Once they are merged they take on the new color so they then can be put in the converter.

You will always have three active tasks.  Easy, medium and hard.  These tasks are designed to get you to use more event currency and thus buy more currency.


Completing tasks rewards are store currency, world challenge progress and grand prize progress.

Tasks do not reset at server reset and there is no limit to the amount of tasks you can do.

When the board resets (at server reset) the tasks are still there.  Unclaimed rewards will be collected automatically.  When you complete a task there is no strategic advantage in not collecting it immediately.

Double rewards are back so the first easy, medium and hard task pays double the rewards.  That's double store item currency and double grand prize progress.

World prize progress is not doubled.

If your medium and/or hard task sucks and you can't beat it you can reroll it.  You get one free reroll per day and additional rerolls cost event currency that goes up with each use.  If you were partially done a task and then reroll you do not get partial credit.


All quests will be at the bottom of this page when they become available.

World event is back.  It had placeholder graphics so this was what it looked like last year.


Now called World Challenge

There is a separate store for world challenge progress.
Those two stores replace daily specials.
Regular event store will have the familiar features of daily refresh or purchase additional refresh.  Random discounts, daily limits on some items etc.

World Challenge store will not have a refresh, no discounts and a hard limit on some items.


We could not confirm if the "Chamber of Quantum Transcendence" would be available in the event shop.  









Rewards:

Main event building has eight levels, then silver level nine, then a choice of two golden level ten versions.



Mk lll Purified Anomaly Extractor

  • lv 10
  • 3x6 road required
  • houses ally
  • 235% blue attack and defense
  • 400% blue attack and defense GE
  • 546,000 coins
  • 170 FP
  • 170 goods
Random production
  • 25% 520 FP
  • 75% 4 fragments of Iris Meridian Selection Kit (100 needed)


Mk III Null Anomaly Extractor
  • lv 10
  • 3x6 road required
  • houses ally
  • 235% red attack and defense
  • 400% red attack and defense GE
  • 546,000 coins
  • 170 FP
  • 170 goods
Random production
  • 25% 832 goods
  • 75% 4 fragments of Iris Meridian Selection Kit (100 needed)

So just pick red with additional goods or blue with additional FP




Iris Glass Gardens
  • 4x2 no road required
  • 90% blue attack and defense GbG
  • costs 40,000 population
  • 160,000 supplies
  • 70 goods of previous age
  • 70 goods age above
Random production:
  • 50% 8 fast units your age
  • 50% 8 fast units of next age



Ascended Iris Glass Gardens
  • 4x2 no road required
  • decays after 30 days
  • 32% blue attack QI
  • 25,000 quantum supplies at incursion start
  • 10 quantum goods at incursion start
  • 360% blue attack and defense GbG
  • costs 40,000 population
  • 320,000 supplies
  • 170 goods of previous age
  • 170 goods age above
Random production:
  • 50% 16 fast units your age
  • 50% 16 fast units of next age (if player is in the most current age this changes to 22 current age fast units)

Meridian Sun Dial
  • 3x3 no road required
  • 100% red attack and defense GbG
  • costs 45,000 population
  • 18,000 medals
  • 100 FP
random production:
  • 50% 10 artillery units of your age
  • 50% 10 artillery units of next age (changes to 12 current age if player is in the most current age)



Ascended Meridian Sun Dial
  • 3x3 no road required
  • decays after 30 days
  • 400% red attack and defense GbG
  • 36% red attack QI
  • 25,000 quantum coins at incursion start
  • 5 quantum units at incursion start
  • costs 45,000 population
  • 36000 medals
  • 290FP
random production:
  • 50% 20 artillery units of your age
  • 50% 20 artillery units of next age (changes to 24 current age if player is in the most current age)

Gold League reward

Vortex Arena
  • 4x3 and does require road
  • houses ally
  • 100% red and blue attack and defense GbG
  • 25% red and blue attack and defense QI
  • 2% bonus to all goods production
  • 1,350,000 coins
  • 20 fragments of Mk III Anomaly Extractor golden selection kit (requires 150 fragments)

World Challenge Item Store

Palace of Liquid Light lv 1
  • 4x6 requires road
  • houses ally
  • 120% red and blue attack and defense GbG
  • 5% red and blue attack and defense QI
  • 65,000 population
  • 97,500 happiness
  • 364 FP
  • 3 fragments of United World Expo upgrade kit (requires 1000)





Palace of Liquid Light lv 2
4x6 requires road
houses ally
285 % red and blue attack and defense GbG
10 % red and blue attack and defense QI
104,000 population
156,000 happiness
494 FP
12 fragments of United World Expo upgrade kit (requires 1000)

One lv2 will support an ascended upgrade every 84 days so you can have one ascended World's fair perpetually so long as you have a lv2 palace of liquid light.  Since this building doesn't cost population pairing these buildings is a perfectly fine strategy.





World's Fair upgrades.
The original world's fair was ten levels.  In order to level up to silver, then gold, then platinum and then ascended you need all the selection kits in the event.  The buildings do NOT make selection kits for the next level.



World Expo
  • lv 11
  • 6x4 requires road
  • houses ally
  • 28,600 population
  • 325,000 coins
  • 100 FP
  • 150 goods



Hopeful World Expo
  • lv 12
  • 6x4 requires road
  • houses ally
  • 36,400 population
  • 390,000 coins
  • 200 FP
  • 300 goods
random production:
  • 50 % 2 fragments of finish all supply productions
  • 50 % 3 fragments of reno kit


Harmonious World Expo
  • lv 13
  • 6x4 no road required
  • houses ally
  • 7 % red and blue attack and defense QI
  • 44,200 population
  • 455,000 coins
  • 300 FP
  • 450 goods
random production:
  • 50 % 3 fragments of finish all supply productions
  • 50 % 4 fragments of reno kit

United World Expo
  • lv 14
  • Ascended, decays after 90 days
  • 6x4 no road required
  • houses ally
  • 15% red and blue attack and defense QI
  • 200 QA per recharge cycle
  • 8000 Quantum storage
  • 44,200 population
  • 520,000 coins
  • 400 FP
  • 600 goods
  • 3 % FP boost
  • 1 % goods boost
random production:
  • 50 % 4 fragments of finish all supply productions
  • 50 % 5 fragments of reno kit


Eternal Market fragments:
grand prize lane 800
bronze league and above 100
questline 100
world challenge 100
Total 1,100



Historic Allies:

Gustavus Adolphus Lv. 1 - RARE

  • 10 % blue attack and defense GbG
  • 15 % blue attack and defense GE
  • 25 % blue attack and defense 


Tomoe Gozen Lv. 1 - RARE

  • 10 % red attack and defense GbG
  • 15 % red attack and defense GE
  • 25 % red attack and defense 

World's fair upgrade

Edit: There are some last minute changes to these buildings.  Not major but the random production is being nerfed.  We're going to wait until there's an official announcement to see if there are more changes.
It's not much but it decreases the fragments from four to two of finish all supply productions, increases from two to three fragments of reno kit in the Hopeful World Expo

In Harmonious World Expo it drops finish all supply production fragments from six to three.

In the ascended United World Expo it drops finish all supply production fragments from ten to four and drops reno kit fragments from ten to five.

So to be clear the base building has 10 levels.
Then there's a silver upgrade
Then there's a golden upgrade
Then there's the platinum upgrade pictured here so this is lv 13
Then there's an ascended upgrade lv 14 and you get the fragments for this upgrade from Palace of Liquid Light


Main Event building.  Give a choice of red fight boost plus goods OR blue fight boost plus FP

Gold league building

Allies:
Gustavus Adolphus

Gustavus Adolphus, king of Sweden from 1611 to 1632 CE, transformed his army through disciplined infantry, aggressive cavalry coordination, and light mobile artillery, shaping a new combined-arms style of war. In the Thirty Years’ War he secured a decisive victory at Breitenfeld in 1631 before falling in battle at Lützen in 1632, immortalized as the Lion of the North.
10% blue attack and defense GbG
15% blue attack and defense GE
25% blue attack and defense

Tomoe Gozen

Tomoe Gozen, legendary samurai of late 12th-century Japan, served Minamoto no Yoshinaka in the Genpei War, celebrated for fearless mounted combat and unmatched archery. Her deeds surrounding Yoshinaka’s last stand at the Battle of Awazu in 1184 forged her legacy as one of the samurai age’s most enduring warrior icons.

10% red attack and defense GbG
15% red attack and defense GE
25% red attack and defense

We did add these buildings into the Master Spreadsheet but here is the comparison with the St Patty's day buildings that is currently on live server




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Thursday, March 19, 2026

QI advanced settlement guide WIP



 This is not THE DEFINITIVE guide to playing QI.  This is just A guide so do what works best for you.

This guide will show 8 expansions purchased at incursion start.  We do this because it's more efficient to get extra space and generate QA than it is to just buy QA's since they changed how that works.  When QA started you could just buy QA and it was the same price throughout the season.  Now it has escalating costs so you really do need to focus more on settlement.  If you do not purchase expansions or purchase less than what you see here that's ok.  What's important in this guide is the concept and strategy.  Adapt what you see into whatever size settlement you use.

You will also see us rushing the construction of some supply or houses from time to time.  You don't have to do that it's just what we do to speed up the settlement process.  The goal is to build the settlement quickly and make 400 ish cannons so we can then convert the entire settlement to doctors and just generate QA for the remainder of the season.  

Lastly this example will not show purchase of any decorations as the city I'm using has about 1,500 attack and attack defense when incursion starts.  If you need to build decorations that's ok just know you will generate less actions because you're trading actions for fight boost.  Also, if you have high fight boosts like me you won't need 400 troops.  I overbuild because I'll have plenty of coin and supply and really don't want to build a cannon camp after I've already deleted it.

Between the four of us I was in the least competitive guild as we dominate QI so I anticipate lower numbers this season.  The reason for that is I normally open 12 expansions at incursion start and speed build 4 bakeries and 2 clapboard houses.  For this guide we setup the framework where I'd only open 8 expansions, clear the obstacles and be limited to 5 rush builds.  To reiterate the total cost of these shard expansions and rush builds is the cost of two purchases of extra turns.  That's it.  We're not talking about whales getting a credit increase on their Visa Card.

We should also make clear that if you are going to buy extra turns then there's a strategy for that.  Maximize return on investment.  You get better rewards in higher maps than lower maps.  So what's the highest map you can fight?  If you can fight map 12 then spend your extra turns there.  If not can you donate on map 12?  We're not going to tell you to spend or not spend but if you do spend then get the best return on that spending.

We'll put out more of an intermediate guide later on but for now here is the guide for advanced players.

Advanced Guide

Incursion start.  Buying expansions and clearing obstacles.  We like to work with grids of 6 x 6 or 12 x 6 if placing bakeries in a vertical column.  For that reason buying random expansions off to the side is problematic.  It's ok if you just want one 4x4 to put houses in or if you need decorations then a stand-alone 4x4 is just fine.  People averse to spending diamonds in QI will surely avoid the obstacles and have weird looking settlements.  That's ok it will just be less efficient.

You can buy expansions with goods or shards.  We start QI with 50 additional goods from buildings in the main city so that means we have 30 of each good and can buy one goods expansion immediately.  We'll get more as we advance later.  Figure out how many expansions you will buy for the duration of the season with shards and buy them immediately when QI starts.  Waiting only hurts you.  Let's start using that extra space to generate chrono alloy or quantum actions.

For the open of QI our focus is on generating chrono alloy not generating QA.  So the settlement will look very different than it will for the remainder of the season.

We will not be buying any troops at the start.  Instead we will fight until our troops need time to heal and repeat that process until we can harvest the settlement for the first time and then we will build troops.  If you have good fight stats 50 catapults will last you to map 10.  The goal at the start is to just make sure your QA bar never gets completely full and stops producing more actions.


We're opening 8 expansions.  One with goods and seven with shards.  This costs the equivalent of buying extra turns twice.
Note:  I normally start with more expansions so this will be a learning experience for me using this template as well.  The template is less important than learning the concepts behind why we build a settlement this way.  Knowing the concepts will allow people who don't use square or rectangle settlements because they're avoiding obstacles to still get good results.


We got a bad random settlement in terms of obstacles but it has to be done so remove them using shards.

Build in clusters of 6x6

Build 

6 tannery

9 estate houses

9 multistorey houses

then fill in the rest of the space with more multistorey houses



Select the goods buildings you want access to.  We pick the smallest footprint so rope, honey and gunpowder.

When selecting military building all we use is artillery so pick whatever you want for the next two.


Your settlement will be very unhappy and that's ok.  

For the first 10 hours they will be miserable and for the rest of the season they will be euphoric.

Now go to the map and use as many QA as you can WITHOUT GOING TO THE F-ING DONATION NODES!  *There is one exception to this rule.  We start with five different resources.  Three will be used when we make buildings for them.  One will be used immediately to get a goods expansion.  That leaves one resource type (for us brick) that is not being used.  If you want to donate that at any time that's fine.  Do not donate coin or supplies until you cannot fight anymore.

If you're in a good QI guild you will see your fighters go to the Garrisons first.  Once down that gives every player in the guild 50% red and blue attack and defense for each garrison for 100% total.  Considering we are only fighting against an enemy with 20% boost for now EVERYONE should be able to fight and not donate.  Once players get that buff it makes it easer to not only win but to not lose troops.  Replacing troops has a cost.



Then the strongholds.  Strongholds buff the boss by 100% red and blue attack and defense each for a total of 200%

Then the bosses.  So the players get a buff and we're removed the buff the bosses had so it's fight time.  Bosses are a little harder and if you are a player that does not have a lot of fight boosts it's ok to wait until they are taken down.

The bonus nodes along the side after the garrisons are there for people who are waiting for the infinite nodes to be opened.

Once the bosses are down these infinite nodes are a great way to burn quantum actions.


They give the same progress and the fights are very easy.  If you see anyone donating coin/supply here before map 8 that's a problem.  They're donating their ability to have a strong settlement.  You cannot hide while playing QI.  We see everything.

Now go to your QA bar.


You can see how long it will take before that bar is full.  If you know when you'll be on after server reset try to time it so you'll have a nearly full bar then.  The reason is we want strong fighters to help get us to infinite nodes as soon as possible so people with less fight boosts can use the infinite node.

Fighting bosses, garrison and strongholds (and mini-boss on the side nodes) give better rewards but the same progress.  So you may as well get slightly better rewards while also helping your guild get more progress.

In 10 hours we'll see what we get at first harvest using the 20% exploit.  Full disclosure I personally open more expansions but for the purpose of this guide we all agreed that the cost of two sets of turns should be the self-limit.

Two purchases were enough to open 7 expansions and clear obstacles and have 500 shards remain so we could have purchased another shard expansion but will reserve that for some building rushes and clearing obstacles when we get goods expansions.

The first harvest will be done in sections.  We'll delete multistorey houses until there is room to place a church.  Place church and then keep deleting houses until we can place a second church.  Repeat until we have 4 churches in a 6x6 section.  Then start on the next section.  As we delete houses we're getting some coin and getting a refund of some of the coin spent to build it.  That's insignificant.  What is significant is the tiny amount of chrono alloy with each house.  That amount increases as our settlement gets happy.  Once we hit 150% happiness then we collect all houses.  Then we start deleting more houses and some of the churches and place bakeries.

We'll show screen shots as we go.

First collection

We are going to methodically start deleting houses and placing churches.


You could remove all nine houses then place four churches but best practice is to do it slowly.  Remove the top six houses then place two churches then check happiness.

Then remove the last three in that cluster and replace with two more churches.  Check happiness.

Repeat for the second cluster.




Once we delete the next house we will improve our 20% production which was only getting 2 chrono per house.  It will be 6 chrono for this next plateau.




Now we move onto the 3rd cluster of 6x6 tiles.  Productivity is still at 60%.  That will change after we delete 6 more houses to get us to 80% and 8 chrono alloy per house.


And with the next 2 house deletions we improve to 100% productivity which gives 10 chrono alloy per house.  

To make this a little easier we went to flat mode to rearrange some of the estate houses with the multistory houses without collecting.


Now this is why we do this slowly.  After deleting four of the multistory houses we have increased productivity to 110%.  That gives us 11 chrono alloy per house.


Deleting 2 more houses gets us to 120% production and 12 chrono alloy per house.


And as we complete our 4rth cluster of 6x6 we have achieved 150% production and 15 chrono alloy per house.


Maybe it's better to use flat mode?


Now collect ALL the remaining houses.

Once houses are collected (you can collect town hall anytime) we can maximize supply production.  For this part we will be deleting the estate houses first.  Then move the multistory houses out of the way and start planting breweries.


Now this is the part you're going to need to get used to.  Start removing one church at a time and place breweries.  Remember to always keep happiness at 150%.  If you miscalculate you may need to delete a brewery and build a church again.  It's not that big of a deal.  You can also delete the houses you don't need to place more breweries but remember you need population so just play with it a bit.  As long as you don't collect supplies yet you're fine.




Removing any more churches would drop us below 150%.  So now when we collect our supplies we will have the 20% bonus of 12 breweries increasing our production from 12k supplies per tannery to 48,360.  Or to put is simply we just increased our supply production by 4x simply by placing the breweries in the settlement before collecting.

Now on this settlement I have 633 chrono alloy so I can build three alchemists.  If your settlement was smaller you'll have less.  The first part of QI is racing to get chrono alloy.

Delete all the breweries and two tanneries and place three alchemists there.

So what are we doing with all that beautiful empty space?  Building churches.  From this moment all we will be using the build times to increase our QA.

If you don't have a coin bonus in your main city then you may be running short of coin so it's ok to place a cluster (6x6 tiles) of nine estate houses.

If you need troops and almost everyone will now is the time to build a catapult camp, make some troops and then delete it.


Remember to come back in an hour so the game registers the alchemists are built and the 10hr timer can start.

So when you look at the settlement are you getting used to seeing it as clusters of 6x6?

I wasn't going to mention this but for the people who aren't scared yet and really want to increase efficiency you can do the following.

When collecting from your first tannery delete it and place a brewery.  Then again and again until you're collecting on your last tannery.  By placing the breweries you'll have increased the return of each tannery culminating in 5 extra breweries or an additional 120% return.

In my view if guides are too complicated then they're not effective in helping the people you're intending to help but I hope the concept is easy to understand yeah?

So if you at this point to just come back in an hour to register the completion of the alchemists then wait-out the next 10 hours you can.  Your settlement is generating QA in the space most players will just have breweries and houses.

Second Collection

Second collection for me is ready to harvest at 2am but I'll be damned if I'm going to set an alarm for this game so you'll see it a few hours later.  This is a twice a day thing not an every 10 hrs thing.  Don't let the game interfere with your job, your sleep, your school.  Just remember to never let your QA bar get completely full and you're not missing anything if you don't harvest your settlement in exactly 10 hrs.

But for those who will be harvesting before this can be posted, here's what you do.

Remember this when you were taking out houses and putting in churches?


well now we're starting with this


and taking out churches and adding in estate houses.  Estate houses are going to give us that 20% exploit that we all love now right?

That bottom row is the first to go so delete 4 churches, place 12 estate houses.  Now you start looking at 6x6 clusters again.  As you remove churches place more estate houses.  4 churches = 9 estate houses.

Keep going until you cannot either remove a church or place another house without dropping happiness below 150%.  Just do it slow and if you have to delete a house or rebuild a church it's fine.  You'll get used to it.

Remember 1 population needs 2 happiness so a 40 population house costs 80 happiness.

Once you can't place anymore then collect houses.

You want to be a fancy pants?  As you collect a multistory house delete it and build another estate house.  Keep going until you've collected your last house and reap the rewards of all those extra 20% builds.

Once all your houses are collected replace the multistory houses you just deleted by deleting the estate houses you just built so it looks like the picture again.

Then delete all the estate houses you built.  All of them.  Now we're putting in bakeries breweries like we did with the first collection.  Put the bakeries bakeries in the empty space until there is no more then start deleting churches and putting more bakeries in.  Make sure happiness is 150%.  Once you cannot put any more bakeries breweries in without dropping below the happiness threshold then collect a tannery.

Then delete it and put a bakery brewery there.  Then again, and again and again until all you have is the three alchemists and a whole lot of bakeries brewery.  Then collect the alchemists.  Double check one last time before you collect that you do in fact have 150% happiness as this will affect your chrono alloy collection if you don't.

Then delete all the bakeries brewery, all of them.  Place two more alchemists underneath the ones you already have.  If you have enough chrono alloy to make three then do it but most people won't.

You then make your settlement look like this again


Only the middle two tanneries are replaced with alchemists.  Make sure to come back after an hour to start the clock on the alchemists and in 11 total hours you're ready for collection three.  It's exciting as we add more alchemists and a good building!   Gather the kids, call the neighbors you don't want to miss it!

Here we go.


Now collect and delete one multistorey house at a time and replace with estate house.  Estate house provides less population so after a couple multistorey houses are removed and replaced with estate houses you can build another estate house in the empty space.

And before collecting the last house we can remove one more church and place one more estate house.

Remove all estate houses and replace the row of multistorey houses we had previously.


Now add 2 more multistorey houses and start adding breweries  Remove some churches and add more breweries until your happiness and population cannot sustain more.


Now collect a tannery and replace it with a brewery to give our next tannery an even higher boost.  Then repeat one at a time until all the tanneries are replaced with breweries.


Now we can collect the alchemists.  Delete all the breweries.  We have over 500 chrono alloy so we can build two more alchemists.  Move one of the multistory houses into the space beside the alchemists.  Put two more tanneries back.


Delete the last extra multistorey house and put churches back.


Remember to login one hour later so the game registers the new alchemists then get ready for collection three in 10 hours.  (11 hours total)

So to address some issues from the feedback so far.

-"I thought we were supposed to keep coin and supply balanced?  Your system produces a lot more coin."

Yes.  This system requires people to rotate their crops so to speak.  All the crop rotations (churches, estate houses and breweries) only require coin to build.

-"Wouldn't it be better to keep the tanneries and put in a doctor?"

Doing that would increase available coin and supply but would hurt the chrono alloy which is more important at this stage.  We add our first doctor next collection so just hold on.


3rd collection

This is where we are before the third collection.

Now we're just going to rotate the crops from actions to coin to supply then back to actions.

Remove the bottom row of churches and fill space with estate houses.


Now just like we did before we're going to collect from one multistory house at a time, delete it, replace it with estate house.  Once the demand for happiness drops (because we're decreasing population) we can also delete a church.

So using this method instead of a multistory house giving 12,500 coins the last one gives 72,375 coin.  I hope everyone can see why this works.

So coin is fully collected it's time again to replace all the estate houses on the side with multistory houses and delete the estate houses we just built on the bottom.

Our settlements will not all look the same or be the same size so add all the breweries you can and see how much population you have remaining and your happiness status.  Can you delete some churches and place breweries in there?  Do you have enough happiness that will allow you to delete more churches but your ran out of population?  Then move things around until you can't add more breweries without dropping below 150% happiness.
Now collect tannery and replace it with brewery.  Then do it again.

Now you can collect the rest of your settlement.

Build one alchemist, 2 tannery.


Build one doctor and one goods building.  I always start with honey then do gunpowder and rope is last as it stays for a while and it has the smallest footprint.

I tuck my doctor in the top left (circled) because I have accidentally deleted one before and vow to not make the same mistake.  (I've made the same mistake).

Remember to come back in an hour to register the alchemist and to build some goods for that 60 goods expansion.  We try not to go crazy on building goods for expansions until we have bakeries and clapboard houses in settlement.

By putting the doctor in now instead of next collection we can delete more churches and put in more 20% boost buildings when collecting coin and supply.  Remember we have less coin and supply because we are using all this farm space for churches (quantum actions).  Essentially we're trading coin/supply for the far more valuable actions.

If you are running short of coin then remember you can add in 6x6 grid of nine estate houses and still rotate your crops.  Use this guide as a template and adjust to your needs which will all depend on what boosts you have in your main city.

If you feel you need more coin and/or supply right now then you can remove the three churches at the bottom and put in housing and/or supply as needed for you.

Just remember one doctor gives the happiness of seven churches.

One doctor gives the quantum actions of 5.25 churches.

That's why we're using the chrono we have now on a doctor instead of building more alchemists.  We need to build up some resources to buy expansions so we're forgoing some chrono alloy production to do it.  QI is all about resource management.

When goods building is done make enough goods to buy one or two expansions depending on your stock of coins and supplies.  Don't make more goods than you need.  Buy the expansion (s) then delete goods building.  Place churches.

Just a note here.  Only buy the second goods expansion if you're solid on coin and supply.  Do not hinder your next crop rotation by buying the second expansion.



If the next collection is 10hrs in real time for you.  (As in you're sleeping or at work and can't collect your settlement when it's ready)  Then it's ok to build two houses in the empty space. 

If you want to build houses or keep some of the built houses to use along the bottom or the side that's probably wise.  I'm going to squeeze a few more churches to prioritize actions instead. 


Howdy internet people.  I'm going to have to travel for a funeral and settle my dad's estate so I won't be playing or online for about a week.  Sorry to just abandon you all like this but you get the concept of rotating the crops or exploiting the 20% strategy.  Just keep at it.

Next season I'll replicate what we did here and start with collection 4 or see if any of the other three can take this over if their settlements are the same.


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