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

Tuesday, May 21, 2024

Auto Replace Troops


 The auto replace troops feature has now been implemented on Beta server and coming to Live server very soon absent major glitches.

It works simply.  You set the attack army you want to use.  Units die or get injured as per normal.  Before the next battle starts you can manually change troops as we have done before or you can select "replace units" and it will replace dead or injured troops with the same troop type you have previously selected.

Note: You still cannot change troops after the first wave of a two wave fight.  That has not changed.


Hi everybody! Shortly, we will open a testing phase for an army management improvement functionality. It means that during the test period, randomly selected users will be able to replace injured or fallen units with new units of the same type with a click of a newly added button.

We are sorry for any inconvenience you might experience due to the test. While we always aim to avoid it, testing new features in such a manner is crucial for verifying the performance of a feature and its effects on player behavior. For more information, please refer to our earlier post on testing: https://forum.en.forgeofempires.com/index.php?threads/regarding-a-b-tests-in-forge.45371/

We thank you for your understanding.

Sincerely,
Your Forge of Empires Team

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Wednesday, May 15, 2024

Changes coming to FoE


 

 In no particular order here's what to expect.  Some have already been announced.

GElv6-10

GbG with blue stat fighting

Auto troop refill - when a player sets the troop formations the game will automatically replace killed and injured troops of the same type after the battle is complete.  For 2 wave fights it will auto refill after the second wave but not before.

Production quests will migrate to same age.  Starting with the Summer Event Rival quests FoE will exclusively use productions of the same age.  This change will not be immediate and for all game mechanics.  For example the Summer Event quests will have what we're used to now.  Eventually we will no longer be able to put a bunch of blacksmiths down for events so best to get the pumpkins now.

GB's are getting a makeover.  We have seen settlement buildings get an upgrade that transformed them from store items to the best buildings to have in a city.  The GB changes will not be as big.  They are a slight improvement.  This is an acknowledgement from Inno that power creep has rendered most GB obsolete and they're course correcting.  The plan was to start with the worst buildings (Colosseum) and work their way up to the most popular GB's.  One particular dev thinks it's funny to start with the Arc.  The golden upgrade image has now been widely seen.  He thinks it would be funny to offer the golden upgrade at level 250 and have that degrade over time back to 249.  In my view there's no way this happens or at least it won't happen first despite the artwork being completed for this asset.

Heroes will be rolled out very soon.  It's basically just a limited time boost that's then time-gated before you can use it again.  If used wisely and plan QI accordingly the alternating red and blue boosts can help struggling players quite a lot.  The full Hero features will not be rolled out until later so we're getting a narrow version at first.

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Tuesday, May 14, 2024

Event buildings including History Event 2024


Link to spreadsheet

This is an updated sorted spreadsheet with all the event buildings in the game.  The intent is to help people decide what to place in their city and what to go for in events.

While this spreadsheet is sorted in a very specific way you can choose to prioritize whatever you want.

My preferred sort is all red and blue boosts, FP and goods per tile.

There are some important caveats.  For red and blue boost I didn’t weigh attack any differently than defense.  I also didn’t include situational boosts like extra for GE or GbG.  So the boosts are the baseline boosts.  I did include the boosts to QI on the spreadsheet but did not factor that into their rating. 

The buildings for the Summer Event which is currently on Beta are listed but I didn’t include the numbers because they may change before going to live server.

All buildings show value for SAT.  This spreadsheet is intended to quantify buildings from best to worst and the ranking should hold true in any age even if all the numbers are adjusted to that age.  Some event buildings will plateau slightly differently in any given age but the overall ranking should be good.

I’m not going to spend time on buildings that decay in 10 or 28 days.  They’re all good and worth placing.

I only included fully leveled event buildings so if something has 10 levels I don’t see the need to include lv7.  I did list the golden levels separately when the golden upgrades were not generated by the building itself.  So if a building at lv10 produces silver fragments then when it’s silver produces the golden fragments making a 12 level building I only included the golden lv12.

I did put some GB’s on the spreadsheet.  They are in purple and all values are for lv100 except for Titan GB’s which are lv80.

Understanding the spreadsheet

Building name- straight forward.  I did include some of the most popular sets.  I used the same name you’d find in Mooningcat’s guides so people using the fall sets for example can compare efficiency.

Fragments – X means it either offers no fragments or the fragments aren’t significant enough to be a determining factor.

1 – means the fragments are top quality and worth chasing.  Usually these are the buildings that make fragments for more main event buildings

2- it makes something decent but not top quality or not the quantity to be top quality

Size of the building and total squares including roads is the best way to compare buildings.  The size including road is calculated by assuming the player is running a road down the short side of a building and something is on the other side of the road.  So a 4x6 building of 20 squares also is responsible for 2 tiles of roads making it 24+2=26 squares..

Red attack

Red attack/tile including roads

Red defense

Red defense/tile including roads

Combined red attack and red defense

Column K is combined red attack and defense per tile including roads.

Blue attack

Blue attack/tile including roads

Combined blue attack and blue defense

Column Q combined blue attack and defense per tile including roads

Column R is combined red and blue attack and defense per tile including roads.  If you’re only interested in fight boosts you can sort any of these columns

Column S is FP but some buildings give % chance to get FP packs and things like that so I took a weighted average.

FP’s per tile including roads

U – goods.  I only included current age goods here because anything goods below SAT are devalued.  Any previous age goods are in column W.

V is same age goods per tile including roads

Column X is Red QI boosts.  Could be attack, defense or both.

Column Y is Blue QI boosts.  Could be attack, defense or both.

Column Z is FP+goods per tile including roads

Finally column AA.  This is the main sort stat.  All fight boosts plus FP plus goods per tile including roads.

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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 purc...

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