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

Thursday, April 2, 2026

QI town for very advanced player (costs diamonds) guest contributor

 This is a town for players that are ok spending their diamonds in QI instead of GbG and events.

Special thanks for guest contributor this week.  Our former guild master turned mentor and friend Crash Cart but she goes by different names on other servers.  This is her settlement.  Because we are getting these screen shots mailed at various times it's best to copy this for next season instead of trying to start it this season.  She's just sending in the screenshots.  All the spelling errors are mine.


Buy 12 expansions.  One goods expansion and 11 with shards.  Costs 1,650 diamonds plus whatever impediments you have to clear.

There are not enough coin to fill-out the rest of the settlement.

1st Harvest

First delete houses and place churches until happiness is at 150%


Then collect coin.  Then remove houses and some churches while placing breweries.  Keep happiness at 150%.  When you can no longer place any more breweries then collect supplies.


Flat mode to make it easier to follow


After supplies are harvested then build catapult camp, make 50 catapults, delete camp.

Build three alchemists.

Delete breweries and place churches.  From here on out we will be maximizing quantum actions.



Remember to come back in an hour so the game registered the completed alchemists.


I took out one more church and added four houses so instead of making 594 chrono I'll make over 600 chrono.  That seems to be a good trade.

Second harvest we'll get 315 chrono from lower tiered buildings and 339 from three alchemists.

2cnd Collection

Remove some churches and place with estate houses

Collect coin.
Remove the estate houses we just built and place breweries.
Then remove churches and replace with breweries until removing more would drop happiness below 150%  Always check happiness before collecting.

Collect supplies then delete all the breweries we just built.
With all the empty space it's easy to rearrange the settlement so I place the buildings I'm going to keep for a while up near the town hall so the alchemists go there then I add three more.
I also build a ropery.  Now normally I would build honey then gunpowder then ropery last but moving forward I'm not going to build honey or gunpowder.  While I start with 30 of each goods and didn't want to waste them the reality is the inefficiency of building three types of goods buildings just isn't worth it.  So ropery goes in and will stay a while.

Then fill the space with churches and if there's room add a house.
Come back in an hour so the alchemists register as complete and depending on coin and supply start building goods expansions.

After goods building is done I'm making two expansions, putting two more churches in there and putting down two houses to fill the space.
The layout is now less efficient than it can be so during next rotation when there is lots of space I'll change the setup.

3rd collection

Start rotation by deleting churches and placing estate houses.
Collect coin.
Delete estate houses and some churches.  Place breweries until you can't place anymore without dropping happiness below 150%

Collect supplies.  Now I'm going to rearrange the settlement to make it more practical.
We have over 1k chrono alloy so we have a choice to build a bakery or clapboard house.  I prefer the house first and then build bakery next but it's just a choice.  We're no longer building intermediate buildings like alchemist.  I rushed the clapboard house and bought another goods expansion.


If you find you are short of coin or supplies you can put more estate houses or breweries in but I prefer maximizing quantum actions.

4th collection
Remove some churches and place some estate houses being careful not to drop happiness below 150%

collect coins then delete the houses we just built.
Remove some churches and houses to place breweries until you can't place any more without dropping happiness below 150%

We are going to build a bakery so instead of having tanneries we're going to replace those with breweries.  We want as many 20% boosts as possible to maximize the increased production of the bakery which we build and rush it.
Get two more goods expansions and fill the remaining space.


Flat mode to make it easier.

Remember if at any time you feel you need to prioritize chrono, coin or supplies you can forgo the churches for a collection.  Next season I will be trying that for all my early collections to see if I can complete settlement early and which plan gives more progress at the end.

5th collection

Remove some churches and place estate houses remembering to keep happiness above 150%
Collect coins and delete the houses we just built.  Remove some churches and place breweries in the space making sure to keep happiness above 150%
Collect supplies.  Remove the breweries we just built.
Build two bakery and rush them.  
Now for this next collection we will put in more houses.  We are going to be buying some expensive goods expansions and putting some doctors and another clapboard house in so we need the coin and chrono a bit more than the QA for this next collection.
We still have plenty of churches as we're not forgetting about QA.

6th collection

This should be routine at this point.  Remove some churches and place estate houses making sure to keep above 150% happiness.
Collect coins.
Remove houses and churches to fit in breweries.  Again keeping happiness above 150%

Collect supplies.
Remove the breweries.
Place one bakery, one clapboard house and one doctor.
Buy another goods expansion.

Fill the settlement and dealer's choice if you want to maximize quantum actions or put in some estate houses and leave in some breweries.
This should be Saturday night or early Sunday morning for you.  Still on map four so the fighting is easy.  The enemy only has a 50% fight boost which is what a forgotten temple gives.  Everyone should be doing 80 GE every week and if you do that on trial five or higher then you have a forgotten temple.

I don't put in any decorations but if you need to now would be the time to start adding decorations with every collection.  I still have 345 chrono unused from the last collection as I don't put in intermediate buildings anymore like alchemist so it's best to just use that remainder on the next collection but if you need decorations you should have the chrono to do it.

Our settlement is going to get very strong, very fast now that we have four bakeries and two clapboard houses each making 375 chrono.  Additionally we will be adding some doctors which will allow us to delete more churches, place more estate houses and more breweries as we rotate our crops.
This should be a key moment when building settlement.

One word of caution when building doctors.  While they're great for generating QA at this point we are going to build for happiness.  What that means is we are going to intentionally not build as many as we can because we need to be able to delete churches for our crop rotations.  If you don't have the ability to put in 20% buildings it will greatly hinder your ability to generate coin but especially supplies.  So many players have a hard time with supplies because of this.  Especially for people with tiny settlements.

The goal right now is to generate coin, supply and chrono so you have enough to build all the troops you need and convert the entire settlement to doctors.  If you partially convert your settlement and restrict the space you need to rotate crops it will take longer to convert the settlement.  So sacrifice some QA now as the priority is that quick conversion.

Just a reminder for this season we're only building the ropery so we have a lot of goods we can donate at any time.  It's best to do this on harder maps so you can save some troops but really just use the goods whenever an opportunity arises.  So if your guild has infinite nodes open and there's a goods node lower down that you can dump the goods on then go for it.

7th collection
Rotate crops.  Remove some churches and place houses making sure to keep happiness at 150%

Collect coins
Remove the houses and some churches and place breweries.

Collect supplies.
Remove breweries.
Place 
  • 2 bakeries
  • 1 clapboard house
  • 1 doctor
  • 1 goods expansion (390 goods)
Fill space with churches

8th collection
Rotate crops.  Remove some churches and place houses making sure to keep happiness at 150%

Collect coins
Remove the houses and some churches and place breweries.

Collect supplies.
Remove breweries.
Place 
  • 3 clapboard houses
  • 3 doctors
  • get the 480 goods expansion
Remove the ropery.  The next expansions are too expensive but if you have a surplus of coin and supply later you can always build another.

Remodel the settlement to make sure the clapboard houses (near town hall) are separated from other houses.  You don't want to accidentally delete.

The reason for the clapboard houses is because we want the smallest amount of space taken up by houses that will also give enough population for our bakeries.
We also want enough happiness so we can remove more churches when rotating crops.
I hope when you look at this settlement you see groups of 6x6 clusters.



I went with putting churches in to maximize QA.  If you want to you can remove all the churches and place houses or breweries (depending on what you're short on) and let that cook over the next 10 hrs.  When it's ready to collect look at our very 1st collection where you remove a building and add a church until you reach 150% happiness.  You will get more chrono and coin OR supplies depending on what you built but less QA.  I'm all about the QA but you do you.





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Monday, March 30, 2026

Anniversary Event live server tasks

 


Tasks for Anniversary event
There will be no Rival Quests

  1. pay coins
  2. build 5 decorations your age OR 6 age below

Now the tasks split so you can potentially do two at a time.  But honestly it's easier to just do the quests than to line them up.

3. 15min production AND pay supplies
4. build 1 production facility your age OR 2 age below AND spend FP

5. defeat small army OR solve simple negotiation And gather supplies

6. 4hr production AND pay supplies

milestone reward of MKI selection kit

7. pay X goods your age OR Y goods age below AND 5 min productions

8. collect OR donate goods AND buy 2 FP

9. build cultural building your age OR 2 age bellow AND spend FP

10. defeat small army OR moderate neg AND 15 min productions

11. 4hr production AND collect goods

12. visit 10 friend tavern OR solve simple neg AND make population enthusiastic

13. resolve 5 conflicts GE OR buy 7 FP

14. resolve 5 conflicts GE OR buy 7 FP (we were told this would change but it's here in the final paquet so we're publishing it.

15. spend FP OR donate goods AND make population enthusiastic

16. build 3 residential buildings your age OR gather supplies

17. resolve 6 encounters GE OR moderate negotiation

18. recruit 2 units your age OR 3 units previous age

19. win X fights without loss OR 8hr productions AND 1hr productions

20. exchange 3 items AD OR 4hr productions AND collect goods

21. build 2 residential buildings your age or 3 age below AND buy 5 FP

22. win X fights without loss OR solve complex neg AND spend FP

milestone reward 110 energy

23. defeat small army OR moderate neg AND collect goods

24. 4 decorations of your age OR 6 age below AND collect goods

25. 5 incidents OR 10 productions of any duration of your age

26. 2 boosts in friend's tavern OR spend FP AND pay supplies

27. 1 cultural building your age OR 2 age below AND gain population

28. win X fights without loss OR collect 1200 tavern silver AND 4hr productions

29. win X fights in a row OR solve complex neg

30. spend 400 tavern silver OR buy 7 FP AND gain population

31. spend 400 tavern silver OR spend FP on GB's AND build 3 decorations your age OR 4 age below

32. win X fights without loss OR gain happiness AND spend FP

At this point the dual rush quests end and it's just single rush quests

33. 5 incidents OR exchange 2 items in AD

34. pay goods or your age OR age below

35. 15min production AND collect coins

36. win X fights without loss OR donate goods AND complete 1hr productions

37. activate 1 boost in tavern OR spend FP AND buy 7 FP

38. win fights OR build military barrack of your age AND 4hr production

39. trade 4 items AD OR defeat small army AND collect goods

40. defeat med army OR solve complex neg AND 5min production

Milestone reward portrait and MK I selection kit

end of rush quests

Daily quests are single quests.  You get 160 energy for each quest.

  1. swap 4 items AD OR 4hr prod
  2. collect goods OR donate goods AND gather supplies
  3. win fights OR collect 1200 tavern silver AND spend FP
  4. defeat med army OR moderate neg AND 15min productions
  5. build 1 production your age OR 2 age below AND gain happiness
  6. recruit 5 units your age OR moderate neg AND pay supplies
  7. defeat med army OR collect 2000 tavern silver AND pay goods of your age OR age below
  8. 1hr prod AND collect coin
  9. resolve 7 encounters GE OR neg sector on continent map. (auto completes if you have completed GE or have completed continent map)
  10. spend 400 tavern silver OR 24hr productions AND buy 5 FP (milestone reward of 450 energy on April 9)
  11. defeat units OR solve complex neg
  12. complete task OR visit 15 friend tavern AND 5min productions
  13. build production your age OR 2 age below AND spend FP
  14. build cultural building your age OR 2 age below AND gain population
  15. win X fights without loss OR moderate neg AND pay coins
  16. donate goods OR 8hr prod
  17. pay goods of your age OR below AND collect coins
  18. 2 boosts in tavern OR win X fights without loss AND pay supplies
  19. build goods building your age OR collect goods AND 4hr prod
  20. 3 items AD OR 8hr prod AND pay goods of your age OR age below
  21. April 20 defeat units OR moderate neg AND spend FP
reward for complete all quests is portrait and 100 Eternal Market fragments



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Viking Event on Beta April 2 - 23, 2026

 

Embargo until "end of March" not a specific day.  Hold remaining until lifted.

We can finally talk about the controversial axe throwing event and there are some changes this year so pay attention.

Event currency is called "Fate Amulets"

  • quests
  • daily challenge
  • incidents
  • purchase with diamonds
Event store is "Fjord Market"

Like previous events there are two event store currencies.
  • Muninn coins
  • Geri Coins.
Geri Coins is the premium currency and what most people will be targeting on the wheel.  When you collect this from wheel you gain two grand prize progress.

Store automatically refreshes at reset and can be refreshed once per day for free with additional refreshes costing muninn coins.

Pay Fate Amulets to throw axes.  Each axe thrown grants two grand prize progress.



You are playing against your hood.  So you are competing for the good prizes on the wheel but remember not everyone sees value in what you see so they may refresh the wheel when you almost have what you want or they could just be griefing because they're bitter a-holes.  That variable is why people hate this mechanic.

There is a daily task mini-game that involves you using event currency (throwing axes) to complete mini-quests.  There are six a day.  Once you complete the first three the next three rewards are doubled.

That means you need to manage your event currency.  Your incentive is to complete all six tasks when you play the mini-game.  If you can't do that daily then you are better-off skipping a day and getting all six the next day than you are getting three completed daily.

We'll see how the balance works on Beta but in testing there was nowhere near enough currency to even do it every other day.

Only throw axes to complete those mini-quests.  Pay attention as some of those quests will ask to refresh and throw X axes and some will just say throw X axes.  Some of the quests will say claim X so be dam sure that the X they're looking for is still on the wheel.

You can throw 1, 3 or 5 axes at a time.  You get the best grand prize progress by throwing three axes at once.

  • 1 axe gives 2 grand prize progress
  • 3 axes gives 7 grand prize progress
  • 5 axes gives 11 grand prize progress

If you refresh board it also throws an axe of whatever quantity is selected.



If you throw 5 axes and there are only 3 prizes remaining on the wheel then you'll get 2 on the next wheel with the automatic refresh.

Be careful.  In testing when I had a quest to throw 5 axes and there were only 4 on the wheel the quest did NOT complete as it acted as a refresh.  I do not know if that was intended or a bug that will be fixed.  Obviously if you're doing that quest just don't be cute with it and make sure there are enough prizes on the wheel.

Prizes on the wheel

  • green border is a common prize and claimable four times each
  • silver border is a rarer prize and has two claim
  • gold border is the rare prize and only available once per wheel

Rewards

Main event building is Valkyrie Tower.

Nine levels.  The 9th level makes the silver level (Valkyrie Spire) lv 10 which then makes the lv 11 Valkyrie Sanctum


Valkyrie Sanctum

  • lv 11
  • 6x5 requires road
  • houses allies
  • 82,000 population
  • 100,000 happiness
  • 280% red GbG attack
  • 280% red attack and defense
  • 275 FP
  • 30 copper blueprints
  • 3 of 100 fragments of Odin selection kit


Odin selection kits give a choice of

  • Mimir's spring
  • Freki's Lair



Mimir's Spring

  • 3x2 no road required
  • demands 45,000 population
  • 95% blue attack and defense GbG
  • 18,000 medals
  • 65 FP
  • 70 guild goods


Ascended Mimir's Spring

  • 3x2 no road required
  • decays after 30 days
  • demands 45,000 population
  • 255% blue attack and defense GbG
  • 24% attack and defense QI
  • 4% coin boost QI
  • 10 quantum goods at incursion start
  • 27,000 medals
  • 179 FP
  • 100 guild goods



Freki's Lair

  • 4x2 no road required
  • demands 45,000 population
  • 95% red attack and defense GbG
  • 180,000 supplies
  • 95 goods of your age
  • 90 goods of previous age



Ascended Freki's Lair

  • 4x2 no road required
  • decays after 30 days
  • demands 45,000 population
  • 360% red attack and defense GbG
  • 12% red attack and defense QI
  • 4% quantum supply boost
  • 6 quantum units at start
  • 340,000 supplies
  • 240 goods of your age
  • 240 goods of previous age


Gold league building


Mastery of Dvergar

  • 4x5 it does require road
  • houses allies
  • 220% red and blue attack and defense GbG
  • 290% red and blue attack and defense GE
  • 30% red and blue attack and defense QI
  • 362 FP
  • 20 of 150 fragments of Valkyrie Sanctum Golden Selection kit



Dreki Totem

  • 3x3 no road required
  • houses allies
  • demands 40,000 population
  • 22,000 happiness
  • 55% red and blue attack and defense
  • 52 FP
  • 40 goods of next age



Ascended Dreki Totem

  • 3x3 no road required
  • will decay after 30 days
  • houses allies
  • demands 40,000 population
  • 27,000 happiness
  • 90% red and blue attack and defense
  • 1-2% FP boost
  • 1-2% goods boost
  • 85 FP
  • 45 goods of next age

can be obtained in wheel of fate or event store



Huginn Tale Hut 

  • lv 1
  • 4x4 requires road
  • demands 40,000 population
  • 84% red and blue attack and defense GbG
  • 160 FP
  • 3 of 30 fragments finish special productions



Huginn Tale Hut 

  • lv 2
  • 4x4 requires road
  • demands 40,000 population
  • 195% red and blue attack and defense GbG
  • 280 FP
  • 8 of 30 fragments finish special productions
  • 6 of 1,000 fragments of ascended Njord's Fjordstorm Harbor Upgrade Kit

(You need two of these for a perpetual Ascended Njord's Fjordstorm)

Available exclusively in event store


What building will be brought back from the dead?

Fjordstorm Harbor

To review

Fjorstorm Warf goes to lv 10 that makes silver upgrades

lv 11 is Fjorstorm dockyard which makes gold level

lv 12 is Fjordstorm Harbor


Njord's Fjordstorm Harbor

  • lv 13 not sure if they're calling this platinum or not
  • 7x4 no longer requires road
  • houses allies
  • 110,000 happiness
  • 290% blue attack and defense
  • 290% blue defense GbG
  • 290% blue defense GE
  • 790,000 coins
  • 300 goods of your age
  • 250 goods of previous age
  • 255 FP
  • 3 of 100 fragments of Skuddeholm Selection Kit
  • 50 fast units of your age
  • 40 fast units of next age (if your next age is Mars or Venus this is pretty good)



Ascended Njord's Fjordstorm Harbor

  • lv 14
  • 7x4 no longer requires road
  • houses allies
  • will decay after 90 days
  • 200,000 happiness
  • 340% blue attack and defense
  • 555% blue defense GbG
  • 555% blue defense GE
  • 200 QA produced
  • 8000 QA storage
  • 1,420,000 coins
  • 500 goods of your age
  • 450 goods of next age
  • 450 FP
  • 3 of 100 fragments of Skuddeholm Selection Kit
  • 70 fast units of your age
  • 65 fast units of next age (if your next age is Mars or Venus this is pretty good)


Eternal Market Fragments

Grand prize lane 600

bronze league and above 200

Main questline 300

total 1100


Allies

Eric Bloodaxe Lv 1

10% red attack GbG

15% red attack and defense GE

25% red defense


Queen Gunnhild lv 1

10% blue attack GbG

15% blue attack and defense GE

25% blue defense








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QI town for very advanced player (costs diamonds) guest contributor

 This is a town for players that are ok spending their diamonds in QI instead of GbG and events. Special thanks for guest contributor this w...

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