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

Friday, August 7, 2026

Stellar Age Discovery (SAD) is here

 hold until August 9

Edit: Inno went live so we're publishing!

This new age is not a copy/paste it is a new chapter.

There is a revamp of the way we use technologies, explore the continent map and colonies.

This will sound really complicated.  It is not but there are new systems.  These new systems all have a tutorial that is pretty good at explaining how it works and once you do it once it's pretty easy.

So to begin you advance into the Stellar Ages and leave the Space Ages behind.

Similar to the Arthur event they really did work on a story line for this age so you may as well read it instead of just skip, skip, skip like most ages.

While this age is new the next ages that follow will expand on this age and we're told to expect a faster turnaround time of about a year for the new ages as there is crossover in assets and story with the stellar ages.  The new ages will just expand on what they're building now.  

So once you research the first technology your old colony will go away and a new spaceport will appear.

This colony is different as it will be a permanent Stellar City.  This is not a tiny colony.

  • You start with 9 expansions for free
  • 9 diamond expansions
  • 16 tech tree expansions that require FP AND resources from the Stellar Age(s)

Outside of completing quests we don't build or use buildings we unlock in the tech tree.  While that will still be true for the main city for the Stellar City (SC) just going to use SC from now on, it will be very important.  As you progress the tech tree you will unlock basic building then enhanced and then advanced buildings that scale resources.

New resources:

  • Stellar Points - produced by Stellar Beacons, boosted by Stellar Relays and have a hard cap.  Once you reach the cap it will no longer collect so don't let your FP bar get full, uh I mean SP bar.
  • Stellar Capacity  - produced by Capacity Beacons and boosted by Stellar Relays
  • Fusion Cells - produced by Fusion Cell Reactors.  This is how you power your Missions
  • Engineers
  • Explorers
  • Scientists

Missions are used to acquire resources to support your SC and replace the campaign map.  The old map is still there but this is the campaign map of the stellar ages.

A new off-grid building appears called a Mission Control Hub

There are three mission slots.  The first one is open at the start and the next two open when you research techs.  Hint.  Prioritize these techs as the mission rewards and options make a huge difference early.

The first slot that's opened at the start is "Rarity"

  • common
  • uncommon
  • rare
  • epic
  • legendary

Mission objectives is to fight or negotiate


The second slot is "depth".

  • orbital
  • stellar
  • interstellar
  • galactic
  • intergalactic

Orbital is unlocked when you start but the other four require you to research the techs.

This is what the mission window looks like.


You can see there are three choices for common missions and the rewards.  This image was provided by inno and it shows a diamond reward.  We did not see any diamond rewards in testing but were assured there were rewards just as there were on the old continent map.  

The second red arrow will give you the choice to pick depth if you have those techs unlocked.

The first red arrow points to the difficulty shown by stars.  Whatever you pick just make sure you can win.  These mission difficulties are supposed to scale with your base attack and defense so start low and see what you can defeat.  The idea is to make bonus from Kraken, Virgo Project and limited ally abilities useful if you save those abilities for missions.

Lastly if you don't like the missions or rewards you can reroll.  They will refresh at reset.

Mission cost, time and rewards will depend on rarity and depth.

Along with the diamond in the picture above you see "Encoded Tablets" reward.  You will get that with every mission depending on rarity.

There is a % chance of getting

  • void shards
  • goods
  • special goods
  • units
  • BP
  • fragments (what you didn't think there would be fragments?)

These rewards are random and NOT dependent on rarity but depth will play a role.  What we understand is generally the deeper missions produce better rewards but there are some diamond rewards on shorter missions so this is wait and see because I don't trust it.

To launch a mission (similar to OF and AF harbors) there is a cost involved.  The costs is

  • fusion cells
  • stellar capacity
  • stellar points

The higher the rarity, duration etc. the higher the cost.

Sounds complicated but the first mission is a tutorial and honestly it's decent and all you'll need.

Branching tech tree:

Don't sweat this for SAD.  They're just introducing it for this age and it won't be an issue until the next ages.


Once you decide to go down one path the other is locked forever.  Fortunately for SAD both branches are the same just flipped the order so it doesn't matter.


Table of resources provided by inno


Now you can see the resource, where you'd use it and how you acquire it.

For units we'll copy/past from this post in July

Units:

FGX-103 Shadow light melee unit

  • HP 10
  • Damage 1780
  • Armor 1910
  • Range 3
  • Initiative 70 
  • Move 30
  • power 3000
  • Has bonus against fast unit FGX-101 Skyrider attack and defense +12,500 added an additional 12,500 on rocks

    Special skills:

    • Stealth hides in plains AND rocks
    • Contact always retaliates but still only had range of 3 in testing so it loses a lot of it's usefulness
    • Frenzy deals splash damage to all enemy units within one tile of the targeted unit.  
    Note: frenzy normally does 50% damage but in testing it did 100% damage in SAD.  Let's wait to see what makes it to beta.


    FGX-104 Hammer artillery unit

    • HP 10
    • Damage 1910
    • Armor 1720
    • Range 24
    • initiative 80
    • Move 10
    • Power 3000
    • Bonus against heavy units FGX-102 Anvil and FGX-100 Champion attack and defense +7,500

    Special skills:

    • MIRV +2 targets unit and up to 3 additional units in the 2 tile range
    • Recharge +1 fires every other turn.  So turn 1, 3, 5 etc.
    • Only firing on odd turns makes this unit non-viable


     FGX-105 Assassin range unit

    • HP 10
    • Damage 1650
    • Armor 1910
    • Range 10
    • initiative 60
    • move 16
    • power 3000 
    • attack and defense bonuses against light unit +10,000 added 10,000 bonus on rocks

    Special Skills:

    • Power shot ignores most defensive skill and terrain
    • Reactive Armor +4 cannot take more than 4 points of damage per attack.  Units with Keen Eye or Critical Hit can deal damage that surpasses the damage cap.  Also some units ignore reactive armor
    • Stealth hides on rock terrain.  There is not a lot of rock terrain in testing so that limits the usefulness

    FGX-101 Skyrider fast unit

    • HP 10
    • Damage 1600
    • Armor 2100 changed to 2110
    • Range 4
    • initiative 80
    • move 30
    • power 3000
    • bonus against artillery units +12,500 attack and defense
    Special Skills:
    • Flying cannot be attacked by artillery units.  Ignores terrain cost.  If you use 8 flying units you can reach enemy units and make 8 hits unless enemy units also use flying units.
    • Contact - always retaliates against attacks (range of 4)
    • Force field absorbs up to 2 damage points but will allow a minimum of 1 damage point.  Critical hit and keen eye bonus are calculated first so unit can still be one-shot.  The damage reduction is applied after critical hit and keen eye calculations.  

    FGX-102 Anvil heavy unit

    • HP 10
    • Damage 1650
    • Armor 2290 
    • Range 8
    • initiative 45
    • move 20
    • power 3000
    • bonus against range units +7,500 attack and defense edit added an additional 8,000 on plains

    Special Skills:

    • Reactive Armor +5 cannot take more than 4 points of damage per attack.  Units with Keen Eye or Critical Hit can deal damage that surpasses the damage cap.  Also some units ignore reactive armor
    • Force field absorbs up to 2 damage points but will allow a minimum of 1 damage point.  Critical hit and keen eye bonus are calculated first so unit can still be one-shot.  The damage reduction is applied after critical hit and keen eye calculations.  
    • Stealth hides on hill terrain.  There is not a lot of rock terrain in testing so that limits the usefulness

    Notes:  Artillery units have a bonus against heavy units and despite the defensive bonus they heavy units were routinely slaughtered


    FGX-100 Champion -heavy

    • HP 10
    • damage 2040
    • armor 2430
    • range 8
    • initiative 40
    • move 20
    • power 3300
    • bonus against range units +8,000 attack and defense added 8,000 bonus on plain for attack and defense

    Special Skills:

    • Reactive Armor +5 cannot take more than 4 points of damage per attack.  Units with Keen Eye or Critical Hit can deal damage that surpasses the damage cap.  Also some units ignore reactive armor
    • Blast - gain increased damage output for every tile closer to the target.  Some of the units in SAD have a very short range so this works to the advantage of players using blast units.  On auto-battle the AI will advance these champions as far forward as possible.  That can be a problem for players using rogues.  While the tool tip at this time doesn't state it champions ignore stealth and can hit stealth units at range regardless of what terrain they hide on.
    • Morale - all your units start with 1 additional point of armor to your attack and defense boost.  This does not stack.

    Inno went out of their way to rock/paper/scissors this new age so there isn't one dominant unit.

    So I know.  Blah, blah blah what's the best?

    For high attrition fighting I enjoyed 8 champions.  Just plant a champion retreat in city, age up and collect on stellar warship.

    Manual fighters will have a better time than auto-battle players.  The short range of some of the units get exploited by blast ability

    Stealth didn't seem all that powerful in testing but frenzy did.

    Light units weren't useless.

    Artillery would be awesome if it didn't take every other turn off.  Because of that artillery isn't the best or even a good choice in SAD

    Range units killed easily and had a lot of survivability.  Manual fighters will love it.  (One of us used range+rogue and thought it to be the best combination)

    I used 8 fast units more than anything.  You always hit first.  Even if the enemy troops have 4 fast units you still get the first 6 hits.  With crit and keen eye you should be able to take-out half their troops on that first wave.  It has a bonus against range which is what tipped the scale ahead of range units for me.  Fast unit abilities are really useful and the short range works to your advantage as enemy units hitting it triggers contact.  Not trying to spoil anything but getting fast units early is pretty easy.

    Heavy unit was ok and better than the heavy units of previous years but it pales in comparison to the champions.

    Early testing had units with range of 1 so improvement I guess.

    So the simple answer is try it, play it, see what works best for you.  Unlike recent ages there are no bad units.  Even the light unit is ok but I enjoyed fast units best and only switched to champions for unlimited attrition fighting on trial 12.  Another tester used range and rogues.  4 champions + rogue did really well for full attrition on simulation.

    Any or all of this can change before it goes live but this is where we're at right now.


    Great Building


    The Shattered Horizon Siphon max level 200

    The first thing that needs to be discussed is this will be a WIP Great Building.  That means when Inno figures out the final version of their prestige system for GB this can and will change for people on Beta.

    For live servers you're going to get a completely different GB that will then for sure change when the prestige system comes online.

    So for Beta players 

    copper - attack and defense (base) boost multiplier of your existing boost

    silver - contribution bonus to gold tier (similar to Arc) does not stack or give any bonus to bronze or silver

    For live server

    All we got was TBD but it will give supplies and red and blue attack and defense

    For live server people just unlock levels to 200 ASAP






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    Tuesday, August 4, 2026

    Master Spreadsheet updated with user suggestion tabs

     The master spreadsheet can be found by clicking this link.


    We have added the buildings in the Fall event currently on Beta.  They can be found on the alphabetical order tab at the bottom.  It will be sorted by alphabetical order after it goes to live server and the numbers are confirmed.

    There is also a separate tab for every event and you can find the fall event 2026 or previous events along the tab line.

    "New value" is still there and all the tabs will have a green column with a value that tries to objectively measure the value per tile including roads of every building.  Everyone will have a different way to value buildings.  Some need ally housing, or more population, or happiness as some of the non-traditional rewards that are mostly overlooked. 

    The primary feedback we have received was inquiry as to what happens when SAD age comes out?  Will we update all the numbers to reflect what they'll be in the new age?  The answer is no.  It's a lot of work and it will be difficult to know what those numbers even are for a while.  Let's take FP or supplies for example.  We all have different supply boosts or buildings that give us FP boosts.  So if I hover over a building it will show me how much FP it will give at collection for example but that already factors in my FP boost which is 117% right now but will drop when some of my buildings stop being ascended.  Same for supplies, coins etc.  The opportunity for error is really high.

    What we've don is put in columns showing when the building was first introduced to live server and the age in which we've captured the boosts.  So you'll see SASH and Fall Event 2026.  The numbers will change when SAD comes out but it's not a huge difference when aging up from SASH.  Honestly the biggest difference we saw was in population and happiness.  People struggling with those two boosts may want to stay in SASH.

    SAD is intended to not just last a year but for several years as they're changing how they're launching new ages as the game approaches it's end of life.  It's not maintenance mode but it's moving towards that.

    Once SAD launches every new building will be captured using SAD values and as we do now presume they're all polished/motivated.  The primary purpose of the value column is to objectively measure on a per tile basis what buildings are better than other buildings.  So if you measure something you have in your city to something you have in your inventory one will have a higher "value".  So even if you're in Iron Age and your boosts are far different from a SASH player the comparison between the two buildings is still valid.  

    As you can see in the picture above there are two new tabs specifically created because of reader feedback.  They want a value column that places zero weight on GE boosts and only values red OR blue QI boosts.  Not both.  This seems logical to us and frankly long overdue.  If a building gives both red AND blue fight boosts for QI it will be rated higher than it deserves because only one of those values red OR blue will be used.

    In our regular value tab both are counted.  A QI boost is given 10x the value of a regular boost and that's still too low.  So we'll probably phase out the "new value" tab completely and people can use the specialized tabs of blue or red QI boosts.  It's not all that different it just places zero value on any GE boosts and only values blue OR red QI boosts so just pick the one that's right for you.

    The legacy value (what's on the new value tab now) will remain unchanged for the alphabetical order tab and the individual event tab like Fall Event 2026.  Just understand when comparing buildings if you're a red QI fighter the blue stats will skew some buildings higher so it's best to pick the tab that caters to your city.

    We've also applied value to quantum actions but have still not factored Q troops, Q goods, coin, supply, medals etc.  

    The most important thing to know is you dear reader can adjust the value to whatever suits you.  Just download a copy.  Open in excel.  Allow editing of the spreadsheet and then make it whatever the heck you want it to be.


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    Sunday, August 2, 2026

    Fall Event for Beta starts August 3, 2026 to August 24, 2026

     

    Hold until TBD date in August, 2026

    Candy crush mechanic is back.

    Let's start with event currency.

    Wooden spoons are the currency.  You need one wooden spoon to play a board.  To save time you can play one, two or three boards at once.  Warning if you are playing a 2x or 3x board and want to use a special item then you will be using 2x or 3x that special item.  Now there is no mathematical reason to suggest playing three boards at once vs. playing three single boards will give a different result.  But every time we tested it the player playing the single boards always had greater progress.

    Golden spoon allows you to play as many boards as you can during a 5 min timer.

    You accumulate a wooden spoon every 8hrs.  There is a wooden spoon bar that refills until there are four spoons.  You also start with four spoons so use one right away so you can begin to accumulate more.  You get spoons from daily challenges, incidents, quests and event pass.  Do not let the spoon bar get full.  That means you may have a completed quest that gives a spoon that you don't collect right away.  In fact it's best to not do all the rush quests right away.  You will need spoons to complete the rival quests so it's best to save the spoon rewards from quests and prize line to collect as you need them.  Remember that the bar stops generating spoons when it has four but you can also cue up a board.

    So when you're done playing boards/completed the day's rival challenge you can start a fresh board.  Your spoon bar can hold four spoons plus you will have a rush reward cued up and maybe something on the prize line as well.  So you should have more than four spoons available to you for every rival quest.

    Sacks of flour is the booster currency.  You get it with daily logins, quests and incidents.

    Mason Marks is the event store currency.  You get this from combined jars.

    Jars - reward for combining tiles

    When you start a board you have 25 moves and can use sacks of flour to buy more turns.  You match tile colors and pop them.  If you pop 2 tiles they clear.  If you pop 5 or more you get a one star reward jar.  Pop 6 to get two star.  More tiles mores stars up to six star maximum.  Any additional tiles will not increase the star value but will increase the progress.  Just because you see the jar doesn't mean it's yours.  You have to drop jars down to the bottom to get your mason marks.

    The different color jars give different rewards but they all give mason marks.  The individual rewards are irrelevant.  It doesn't matter if one gives units and the other gives medals.  It's the mason marks that matter.

    Coffee Cups - drop coffee cups to the bottom to gain grand prize progress

    Do not buy extra turns on a board unless you can guarantee multiple coffee cups.  You are better off using the sacks of flour on special items.

    Once the 25 turns run out then the board resets and you need to spend a spoon to start another one.


    Boosters:

    • fork - clears a single tile
    • spatula - clear a row
    • rolling pin - clears a full column

    These boosts are very useful and are more valuable than extra turns.

    Refrain from buying individual boosters unless the event is nearing the end and you have to use your sacks of flour.  It's always best to just buy the large box or the small box if you can't buy the large.


    Rewards:

    Momiji Stop lv8 makes silver upgrades

    Momiji Station lv9 makes golden upgrade

    Momiji Terminal lv 10 is the golden version 

    if you can make a lv 8 then you'll eventually have a lv 10 so we're only dealing with that

    Momiji Terminal

    • lv 10
    • 4x6 requires road
    • houses ally
    • 240 % blue attack and defense
    • 290 % red and blue attack and defense GbG
    • 390 goods same age
    • 360 FP
    • 250 goods of prev age
    • 20 copper BP
    • 3 of 100 frag of Koyo Retreat Selection kit

    Random production:

    • 40 % 25 current age range unit
    • 25 % 40 rogue
    • 35 % 29 next era range unit



    Koyo Treat

    • lv 1
    • 4x2 no road required
    • 100 % red attack and defense GbG
    • 80 % red attack and defense GE
    • costs 30,000 population
    • 150,000 supplies
    • 90 FP



    Ascended Koyo Treat

    • lv 2
    • decay after 30 days
    • 4x2 no road required
    • 220 % red attack and defense GbG
    • 190 % red attack and defense GE
    • 25 % red and blue attack and defense QI
    • 4 % QI coin boost
    • 5 QI units at incursion start
    • costs 30,000 population
    • 310,000 supplies
    • 240 FP



    Kinoko Stage

    • lv 1 
    • 2x3 no road required
    • 60 % red and blue attack and defense (base)
    • costs 35,000 pop
    • 55 same age goods
    • 45 next age goods

    Ascended Kinoko Stage

    • lv 2
    • decays in 30 days
    • 2x3 no road required
    • 120 % red and blue attack and defense (base)
    • 25 % blue attack QI
    • 4 % QI supply boost
    • 10 QI goods at incursion start
    • costs 35,000 pop
    • 180 same age goods
    • 155 next age goods


    Gold League Reward


    Mizube Lodge

    • 6x4 no road required
    • houses ally
    • 350 % blue attack and defense (base)
    • 550 % red and blue attack and defense GbG
    • 25 % red and blue attack and defense QI
    • 5 % goods boost (might be guild goods boost) confirmed it's guild goods
    • 450 FP
    • 20 of 150 frag of Momiji Terminal Golden Selection kit
    • 400 current age goods
    • 270 goods of previous age


    Exclusive item store building

    Ramen Nook

    • 4x4 no road required
    • houses ally
    • costs 75,000 pop
    • 210 % red attack and defense (base)
    • 190 % red attack and defense GbG
    • 150 % red and blue attack and defense GE
    • 2 % FP boost
    • 190 FP
    • 3 frag of finish special production





    Ramen Nook

    • 4x4 no road required
    • houses ally
    • costs 75,000 pop
    • 290 % red attack and defense (base)
    • 260 % red attack and defense GbG
    • 230 % red and blue attack and defense GE
    • 4 % FP boost
    • 240 FP
    • 6 frag of finish special production
    • 6 frag of ascended Golden Crops Feast upgrade kit

    Old building brought back from the dead.  Golden Crops from the 2021 Fall Event

    • Old Golden Crops building has 9 levels
    • Golden Crops Harvest lv 10 silver
    • Golden Crops Feast lv 11 gold
    • Ascended Golden Crops lv 12 orange


    Golden Crops Harvest

    • lv 10 silver
    • 6x4 requires road
    • gives 75,500 pop
    • 60,000 happiness
    • 100 % red and blue attack and defense
    • 50 % supply boost (not QI)
    • 400,000 coin
    • 300,000 supplies
    • 100 FP
    • 100 goods
    • 120 guild goods
    • 1 frag of one-up kit



    Golden Crops Feast

    • lv 11 golden
    • 6x4 requires road
    • gives 82,500 pop
    • 70,000 happiness
    • 130 % red and blue attack and defense
    • 60 % supply boost (not QI)
    • 450,000 coin
    • 400,000 supplies
    • 150 FP
    • 130 goods
    • 150 guild goods
    • 2 frag of one-up kit



    Ascended Golden Crops Feast

    • lv 12 orange
    • 6x4 requires road
    • decays in 90 days
    • houses ally
    • gives 82,500 pop
    • 160,000 happiness
    • 320 % red and blue attack and defense
    • 25 % red and blue attack and defense QI
    • 200 QA/hr
    • 8000 Q storage
    • 70 % supply boost (not QI)
    • 900,000 coin
    • 800,000 supplies
    • 400 FP
    • 400 goods
    • 300 guild goods
    • 5 frag of one-up kit


    Eternal Market Fragments

    • 850 grand prize
    • 100 questline
    • 150 leagues
    • Total 1100

    Historic Allies:

    Miyamoto Musashi
    • common 5 % red attack GbG
    • uncommon 10 % red attack (base)
    • rare 6 current era light units
    • epic 15 % red attack and defense GbG
    • legendary 17 % chance to grant "Close Quarters" to 10 light units in GbG
    • Close Quarters gives attack bonus when attacking an adjacent field



    Nakano Takeko

    • common 5 % blue defense (base)
    • uncommon 10 % blue attack (base)
    • rare 6 current era artillery units
    • epic 15 % blue attack and defense GE
    • legendary 12 % chance to grant "Dug In" to 25 artillery units in GE
    • Dug-In gives a defensive bonus to units when attacker is two or more tiles away

    Avatars



    Quests
    Rush Quests: They start as dual quests.  We're not going to try to align them we're just going to list them so you may see them in a different order.  We're going to list them in the order that we complete them.

    1. pay coins
    2. acquire 2 sectors OR finish 24hr productions (13 times for SASH)
    3. spend FP (36 in SASH)
    4. build decorations
    5. build 2 houses your age OR 3 prev age AND pay coins
    6. 4 items in AD OR 4hr productions *** reward is wooden spoon so will not collect until I need for rival quest
    7. defeat small army OR simple neg
    8. gather goods OR donate goods AND buy 5 FP
    9. 5min productions AND gather coins *** reward is wooden spoon so will not collect until I need for rival quest
    10. win 5 battles without lose OR donate goods AND buy 5 FP
    11. donate goods of your age OR prev age
    12. 4hr productions AND gather goods *** reward is wooden spoon so will not collect until I need for rival quest
    13. build 2 residential your age OR 3 prev age AND pay supplies
    14. gather goods OR donate goods AND make city enthusiastic
    15. 4hr productions AND gather coins ** reward is wooden spoon so will not collect until I need for rival quest
    16. spend 400 tavern silver OR infiltrate 4 sector AND Pay coins 
    17. 3 residential your age OR gather supplies
    18. gain happiness AND spend FP
    19. defeat med army OR complex neg AND pay coins
    20. one culture building your age OR two prev age AND 5min productions
    21. gather goods OR donate goods ** reward is wooden spoon so will not collect until I need for rival quest
    22. win x battles OR gain happiness AND 15min productions



    Rival Quests starting on day two of event.  19 quests total you can't rush them as it's one per day but you can't leave them all and do them all at once later.  Don't do that.  Do one a day.

    1. spend 1 wooden spoon to play a level AND collect 8 cups
    2. collect three jars in a single move AND win 5 battles without lose
    3. collect 4 green OR white jars with 2 stars
    4. collect 10 cups AND 4 jars in a single move
    5. collect 8 red OR orange jars with 3 stars AND when a board ends use extra moves once



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    Tuesday, July 28, 2026

    Quantum Incursion Championship 4 starts July 30, 2026 on Beta. Live server wait until September

     Main changes are the side buildings.  The old side building will still be available in the selection kits.


    Neo Bus lv 1

    • 4x1 requires road
    • 55 % red and blue attack and defense GbG
    • 31 FP
    • 22 heavy units of next age


    Neo Bus lv 2

    • 4x1 no road required
    • 71 % red attack and defense GbG
    • 67 % blue attack and defense GbG
    • 42 FP
    • 28 heavy units of next age


    Neo Glider lv 1

    • 3x2 requires road
    • 42 % red and blue attack and defense (base)
    • 37 % red attack and defense (base)
    • 90 goods of prev era
    • 51 goods current era
    • 21 artillery of next age


    Neo Glider lv 2

    • 3x2 no road required
    • 52 % red and blue attack and defense (base)
    • 42 % red attack and defense (base)
    • 116 goods of prev era
    • 62 goods current era
    • 27 range units of next age


    The master spreadsheets already updated to include these new buildings.


    Click here for link to master spread sheet and settlement conversion tool


    Now while we objectively try to value each building according to the boosts it provides divided by tile including roads which you can see on the QI tab how these new buildings are ranked

    There is one major flaw and that is the player's age and how good the units are in that age.

    Since these are next age units it's then down to how good are the individual player's units of the next age.

    So If you're in SASH or you move up to SAD the heavy units of the neo bus aren't useful and the artillery units of the Neo Glider lv1 aren't useful if they make SAD troops.  Until that age opens then they make SASH artillery which is good.

    So of the four options for players in SASH or ones soon to get there the best building is the neo glider lv2 as range units in SAD are good.  Not the best but at low and medium attrition it's just fine.

    A player camping in SAM will love getting Nail Storm range unit of SAAB.

    A player camping in TE will love getting Hover tanks from FE by planting Neo Bus.

    Iron age to colonial artillery units are quite strong until stealth units are introduced and then of course flying units.

    What I'm saying is when a building gives random units of the next age well it is what it is and there isn't a lot of strategy involved.  When a building gives a specific unit type like the neo glider it's best for players in some ages to keep it lv 1 even though the efficiency chart says otherwise.



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    Monday, July 27, 2026

    Care event for live server July 30, 2026

     This is a copy/paste of our Beta post.  If there are any significant changes we'll update.  If you've already read the beta post no need to go further.  All the quests and strategy is at the end.  Good luck in the event.



    The merge game version 2.0 is back.  

    There are some changes so let's call this 3.0.  

    What is different?  What caused the delay?

    This has nothing to do with the event but starting with the update that includes the event you will be able to store ascended buildings.  Buildings will lose their ascended status but people were asking for this for some reason and it's here.

    They changed the notification for completing quests.  Remember how you'd complete a quest and just keep on merging but you didn't get credit for it because you didn't claim the reward?  Well that's fixed now for the most part.  An huge arrow icon pops up to visually show a quest was completed.  


    If you don't collect right away the claim button will flash.  It doesn't prevent you form continuing to merge so you still can complete the merges without completing more tasks.

    Speaking of tasks they made this part worse as well.  Now the tasks instead of just being, "merge 6 lv 2 pieces" or something like that can include the following

    • Transform X rainbow pieces
    • gain X grand prize progress
    • use X boosters
    • and even more things that may mess-up your strategy

    The converter is gone and when you combine key halves it converts automatically.  Before you rejoice that sucks because you can't combine two level two pieces making a combined level three then use a blank level three to make a level four.  Now when you combine two level two pieces it makes a combined level three an poofs away into a rainbow piece.

    The last bit of bad news (can you tell we really don't like the changes?) is what they're calling the "board streak mechanic" which surely will have a more jazzy name before the announcement.

    There are five tiers of rewards for completing boards.  The reward chest will start at tier 1 then increase with every board completion up to tier 5.  If you reset a board you drop a tier.  At system reset you will drop a tier.  You will also have the option of preserving your tier for an additional cost.  In testing it was event currency but we could not get confirmation that there would not be a diamond option.  (It is event currency.)

    Here's why this is a problem.

    The previous strategy of letting the tasks reset at system reset now runs in direct conflict of completing more boards.

    The version 2.0 of the merge mechanic also took away the board reset at system reset so it just seems like they're taking away the ability to use strategy and give incentives to complete more boards all at once.  

    So let's get into it.

    Event currency is "workers".  

    Use workers to spawn pieces.

    Use spawned pieces to unlock pieces behind glass.

    Every piece you unlock gives grand prize progress and an instant reward.

    There are no daily prizes it's just the event store.

    When you merge two pieces of the same color it will increase by one level.

    When you merge two key parts it creates a rainbow piece and that piece may be of any level.

    Boosters:

    • Cell Multiplier - spawns pieces that do not have keys
    • Cell Divider - Splits a piece into two lower level pieces
    • Rainbow essence - transforms all pieces of one color into rainbow pieces which can merge with any color.

    Tasks:

    There will always be three available tasks.  Make sure to collect when you complete one so another will spawn.  These are easy, medium and hard.

    When you complete tasks you get eco tokens (event store currency), world challenge progress and grand prize progress.

    These tasks do reset at system reset and if you have not claimed your prize it will be automatically claimed at reset but just claim the prize when you complete it.  There's no reason not to.

    Each day the easy, medium and hard rewards will give double rewards for the first one you complete.  So they give double the eco tokens and double grand prize progress but they do not give double world prize progress.

    If you don't like the task you can reroll each task type once for free.  If you want to do it again you need to spend workers and the cost for each reroll will increase.  That cost is reset daily.  You do not get any credit for partially completed tasks.

    You can reset the board for free once per day or use workers to do it more than once.

    Stores:

    • Base store uses Eco Tokens
    • Premium store uses Hydro Tokens (world challenge currency)


    Eco store

    • daily and manual refresh
    • random discounts
    • daily purchase limit
    • currency cap so no hoarding

    Hydro store

    in testing there was no hydro store but we were told it will be similar to other premium event stores where there will be no reset, no discount, and some items will have a hard purchase limit.

    Rewards:


    All reward building have been added to the master spreadsheet.

    All the new buildings are on the alphabetical order tab but on the bottom and NOT sorted in alphabetical order.  This event is one that may see boosts adjusted before it comes to live server as they're just that bad.  So we're not going to sort them as it's easier to make changes when they're all grouped together.

    There is also a separate tab just for this event.  Pick one that works for you.  The screen grab is from the separate tab and it's sorted by value.

    The gold building, the ascended old building upgrade and the lv2 world league building are the only things worth placing in city.  The main event building is trash so that devalues the gold league building.  The gold league building has a lot of GE boosts which further devalue it.

    The too long didn't read is this event is underwhelming in terms of rewards and more time consuming than say the Arthur event which is far more rewarding.  If you feel like you're getting burnt-out this would be a good event to skip.

    Main event building is "Purifier Post"

    Purifier Post is lv 7 it makes the silver upgrades

    Purifier Tower is the silver lv 8 version and it makes the golden upgrades

    Purifier Apex is the gold version lv 9

    If you have a lv 7 then you'll eventually get a lv 9 so let's start with that.


    Purifier Apex

    • lv 9
    • 5x5 and requires road
    • houses allies
    • 90,000 population
    • 420 % red attack GE
    • 165 % red base defense
    • 380 % red attack and defense GbG
    • 350 FP
    • 400,000 supplies
    • 25 copper blueprints (GB change coming sooner than people expect)
    • 3 of 100 fragments of Terra Drone selection kit

    Terra Drone Selection kits contain choice of

    • Field of Recycling Drones
    • Terra Brew Lodge



    Field of Recycling Drones

    • 2x3 no road required
    • will upgrade era's automatically
    • costs 30,000 population
    • 9,000 happiness
    • 90 % red defense GbG
    • 80 next age goods
    • 2 of 30 fragments for one up kit.


    Ascended Field of Recycling Drones (30 days)

    • 2x3 no road required
    • will upgrade era's automatically
    • costs 30,000 population
    • 18,000 happiness
    • 180 % red defense GbG
    • 30 % red attack QI
    • 4 % coin boost QI
    • 16,600 coins at incursion start
    • 5 units at incursion start
    • 140 next age goods
    • 2 of 30 fragments for one up kit.


    Terra Brew Lodge

    • 2x2 no road required
    • will upgrade to player age automatically
    • costs 36,000 population
    • 25 % red attack (base)
    • 20 % blue defense (base)
    • 46 FP
    • 1 of 15 fragments for store building

    Random Production:

    • 20 % 5 light units
    • 20 % 2 heavy units
    • 20 % 2 ranged units
    • 20 % 2 artillery units
    • 20 % 5 fast units



    Ascended Terra Brew Lodge (30 days)

    • 2x2 no road required
    • will upgrade to player age automatically
    • costs 36,000 population
    • 40% red attack (base)
    • 42% blue defense (base)
    • 21 % blue attack and defense QI
    • 2 % supply boost QI
    • 11,100 supplies at incursion start
    • 6 goods at incursion start
    • 86 FP
    • 2 of 15 fragments for store building

    Random Production:

    • 20 % 7 light units
    • 20 % 5 heavy units
    • 20 % 5 ranged units
    • 20 % 5 artillery units
    • 20 % 7 fast units



    Gold League Building

    Roofline Express

    • 3x6 no road required
    • houses allies
    • 240 % red and blue attack and defense (base)
    • 290 % red and blue attack and defense GE
    • 25 % red and blue attack and defense QI
    • 5 % FP boost
    • 162 FP
    • 20 of 150 fragments of Purifier Apex (golden) selection kit


    World Prize building obtained in the Hydro Store

    Terrafarm Center (I believe the spelling error will make it into the game, sorry)

    • 5x4 requires road
    • houses allies
    • will upgrade to player age
    • 85,000 population
    • 80,000 happiness
    • 290 % red and blue defense GbG
    • 5 % red and blue attack and defense QI
    • 2 % goods boost
    • 250,000 coins
    • 3 of 1000 fragments of Ascended Bougainvillea Windmill





    Terrafarm Center lv 2

    • 5x4 requires road
    • houses allies
    • will upgrade to player age
    • 107,000 population
    • 180,000 happiness
    • 420 % red and blue defense GbG
    • 10 % red and blue attack and defense QI
    • 5% goods boost
    • 830,000 coins
    • 17 of 1000 fragments of Ascended Bougainvillea Windmill
    If player has one lv2 Terrafarm it would take 59 days for ascended


    Old event building brought back from the dead.  Step right up Windmill

    2022 Soccer event Gentiana Windmill lv 8

    Wisteria Windmill lv 9

    Azalea Windmill lv 10

    Bougainvillea Windmill lv 11 ascended

    Azalea Windmill

    • lv 10
    • 4x5 no road required
    • houses allies
    • 40,000 population
    • 50,000 happiness
    • 190 % red attack and defense (base)
    • 210 % blue attack and defense GbG
    • 10 % red attack and defense QI
    • 440,800 coins
    • 360,000 supplies
    • 200 FP
    • 180 goods of your age
    • 170 previous age goods
    • 100 guild goods
    • 4 of 100 fragments of Windmill Bloomlands Selection kit (that spelling error will also make it into the game)


    Bougainvillea Windmill (90 days)

    • lv 11
    • 4x5 no road required
    • houses allies
    • 40,000 population
    • 100,000 happiness
    • 410 % red attack and defense (base)
    • 420 % blue attack and defense GbG
    • 25 % red attack and defense QI
    • 891,600 coins
    • 830,000 supplies
    • 450 FP
    • 200 QA
    • 8,000 Qstorage
    • 350 goods of your age
    • 330 previous age goods
    • 300 guild goods
    • 5 of 100 fragments of Windmill Bloomlands Selection kit (that spelling error will also make it into the game)

    Windmill extensions are trash.


    Flower Trail
    • 4x1 no road required
    • 4,000 happiness
    • 6 % blue attack and defense GbG
    • 40 goods of your age

    Wheat Trail
    • 4x1 no road required
    • 4,000 happiness
    • 6 % blue attack and defense GbG
    • 25 FP

    Olive Trail
    • 4x1 no road required
    • 4,000 happiness
    • 11 % red attack and defense (base)
    • 28 previous age goods


    Rocky Trail

    • 4x1 no road required
    • 4,000 happiness
    • 6 % red attack and defense (base)
    • 30 next age goods


    Eternal Market fragments

    • 900 grand prize lane
    • 100 bronze league and above
    • 100 world challenge
    • 100 main questline
    • That's a total of 1200 where only 1000 is needed.


    Historical Allies:

    Louis Pasteur



    • common 5% red attack GbG
    • uncommon 10% red defense GbG
    • rare 6 range units of current era
    • epic 15% blue attack GbG
    • legendary - next 75 range units in GbG have a 17 % chance of gaining reactive armor skill
    • Reactive armor caps damage taken per attack at 3 or 4 points (depending on specific unit) effectively preventing one-shot kills.
    • Power shot bypasses this defensive skill and keen eye (double damage) can still one-shot.

    Florence Nightingale

    • common 5% blue defense (base)
    • uncommon 10% blue attack GbG
    • rare 6 heavy units of current era
    • epic 15% red defense (base)
    • legendary next 180 heavy units have a 42% chance of gaining morale skill
    • Morale skill causes all friendly units to start a battle with 1 point of armor effectively raising the hit points of a unit from 10 to 11.  Ability does not stack.

    Avatars

    No Rival Quests for this event

    Rush Quests:

    1. pay supplies
    2. pay supplies
    3. recruit 1 unit your age OR 2 of previous age
    4. donate treasury goods OR 15 min productions AND gather coins
    5. build 5 decorations (any age) AND gather goods
    6. defeat small army OR solve moderate neg AND 5 min productions
    7. recruit 3 units your age OR 4 age below AND gather supplies
    8. 2 residential buildings your age OR 3 prev age AND spend FP
    9. gather goods OR donate goods
    10. 4 incidents OR visit X friend taverns AND gain happiness
    11. 8hr productions AND gain population
    12. build 2 goods buildings OR recruit 4 units of your age
    13. gather supplies AND buy 5 FP
    14. 4 incidents OR 3 items in AD AND pay supplies
    15. 15 productions your age OR 18 prev age AND motivate/polish X buildings of other players
    16. win X battles OR gather goods
    17. spend X tavern silver OR infiltrate X sectors AND gain population
    18. defeat medium army OR moderate neg AND 15 min productions
    19. win X battles OR build military building your age
    20. pay supplies AND make enthusiastic
    21. 4 items AD OR 4hr productions AND pay coins
    22. acquire sectors OR defeat units
    23. gather goods OR donate goods AND 5 min productions
    24. spend 750 tavern silver OR buy 10 FP AND gather coins
    25. defeat X units OR donate goods
    26. 5 incidents Or 10 productions your age AND gather supplies
    27. build 3 residential buildings your age OR gather supplies
    28. complete lv 1 of GE OR defeat medium army
    29. X friend taverns OR X motivate/polish buildings of other players AND gather goods
    30. gather goods AND spend FP
    31. 2 items AD OR 8hr productions any age AND pay coins
    32. 2 boosts in tavern OR recruit 3 units your age AND pay supplies
    33. win X battles without lose OR collect X tavern silver AND 8hr productions any age
    34. gather goods OR donate goods AND gather supplies
    Daily Quests:
    1. 4 items AD OR 8hr productions any age
    2. build 4 decorations your age OR 6 prev age AND pay supplies
    3. spend 450 tavern silver OR build 3 residential buildings your age AND spend FP
    4. gather goods OR donate goods AND 5 min productions
    5. win X battles OR spend FP AND gather coins
    6. visit X taverns OR motivate/polish X buildings of other player AND gain population
    7. defeat med army OR moderate neg
    8. recruit units of your age OR gather goods AND pay coins
    9. gather supplies AND coins
    10. 4 hr productions AND buy 5 FP
    11. exchange 3 items AD OR 8 hr productions AND pay coins
    12. 2 boosts in tavern OR moderate neg
    13. complete GE lv1 OR defeat medium army
    14. gather supplies AND buy 5 FP
    15. build 2 culture buildings your age OR 3 prev age
    16. 10 productions your age OR 12 prev age AND gather goods
    17. defeat medium army OR moderate neg AND spend FP
    18. gain happiness AND motivate/polish buildings of other players
    19. gather OR donate goods

    Edit:  We're adding the strategy component here but unless there are drastic changes prior to live server launch this event is not worth playing for vet players.  New players sure but if you have a decent city this event isn't worth your time.  Can you get something decent with the premium currency?  Yes but the time on screen and the clicks/prize value isn't there.  All four of us have stopped playing and we're just recording the quests for the people on live server who chose to play it.

    They have already adjusted the side quests to make them a bit easier but it doesn't change much.  Removing the chest mechanic and eliminating board reset at system reset makes this event trash.

    Best strategy for those that decide to play is the following.

    Strategy one:

    Play the boards daily.  Complete the easy quest and maybe the medium quest once per day then stop.  Don't worry about completing boards.

    Strategy two:

    Decide which board clear streak chest you find to be the best.  Some say tier 4 some say tier 5.  When the event comes to live server check what they give as it may change.  If you like the tier 4 better then play daily.  Complete as many side quests as you can and clear enough boards to get to your desired tier.  The next day you will drop a tier then clear a board to get back to your desired tier and get the reward box you want.  Repeat until you no longer have event currency.

    Strategy three:

    Complete all the quests.  Hoard all the event currency and don't play any boards other than the tutorial.  On the last day set aside hours of your life that could be better spent doing literally anything else and use all the currency on this event.  You'll be getting boosters as you go.  You will complete all the side quests but only getting the 2x bonus for each of them once.  Remember there is a coin limit so use the base coins as you go.  Once the event currency runs out use the premium currency to get whatever you want.  Then look into a mirror and ask why I just spent hours on this crappy event and was it worth it?  Open a book, take a hike, try to teach your dog physics.  Do anything other than play this event.

    Inno is making bank with the Arthur event.  Don't feel bad for them.  They need to know if they have garbage events with garbage prizes we won't play it.  They were warned before this came to beta just as they are being warned for the fall event that is in testing now.
    The care event used to be really good.  We're not against change but we are against bad changes.  
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