Changes to the Wildlife Event currently on Beta

 We'll add this to the Wildlife Event post as an edit but including it here to make it more visible to players already knee-deep in the event.

At launch the Majestic Animal Crossing and the Radiant Flamingo Paradise were 90 day ascended upgrades with now way to extend that upgrade.  

The solution is to change the production of the side buildings Savannah Camp and Hippo Lagoon and their ascended versions to give upgrade fragments.

Majestic Animal Crossing

  • Savannah Camp gives 2 fragments of upgrade kit
  • Ascended Savannah Camp gives 30 fragments of upgrade kit

Radiant Flamingo Paradise

  • Hippo Lagoon gives 2 fragments of upgrade kit
  • Ascended Hippo Lagoon gives 30 fragments of upgrade kit

New Master Spreadsheet UPDATED Dec 15, 2025

 Link to the master spreadsheet can be found here


Added the new GbG reward buildings coming to live server in 2026

Added the new QI buildings coming to live server in 2026



Changing the Value rating of Event Buildings

We base value primarily on scarcity and how advantageous it is in the game.

All mentions of number of tiles includes roads.

Troops:

We’re decreasing the value of troops because there are so many sources of troops now that it just isn’t as valuable.

It’s going from number of troops/tile/10 to

Number of troops/tile/20

QI boosts:

QI fight boosts were previously given a (times 30) multiplier to reflect the scarcity and importance of having QI fight boosts in your city.  We’re removing the multiplier entirely for now.  It may be adjusted later to reflect community feedback.

GE boosts:

The raw numbers remain unchanged but for “value” we halved the GE boosts as they are less valuable.

Thank you to "Catherine" for the feedback on the spreadsheet and as a result we have labelled all columns and will begin adding a legend at the bottom explaining all columns and formulas.

We're currently trying to decide if we should be adding coin, supply, quantum actions, quantum storage, quantum coin, quantum supply, quantum goods, quantum troops etc to the spreadsheet.  If we do then do we just give the raw numbers and not incorporate them into "value"?  We're thinking something like 100,000 supplies would equal 1 unit of value but that seems too much.

If this happens and it probably will then we'll be adding a bunch of columns and we'll start posting a legend then.

We have also added an "age" column.  All new buildings will have the age in which the values were used and we will use the most current age for all new buildings.  We will not be going back over this spreadsheet and changing all the numbers for the new age but we will do it for the top 20ish buildings.  Maybe the top 50.  There is not a huge difference from one age to the next so if a building has a value of 27.6 in a new age but 27.2 in SASH it's not significant for our purposes.

The point of this master spreadsheet is to quantify the value per tile including roads of every building in the game and use that to decide what to place in city and what to take out of city to make room.  If a new building is about the same as the old one it's hardly worth remodeling a city and wasting store items.

People have been requesting we cluster the new buildings in events to make it easy to see how they compare to each other.  We agree that it's helpful when deciding event strategy.  So we will be adding tabs for events starting with Halloween and Winter events.

Explaining the master spreadsheet.  

We will be adding more to it like Quantum Actions, Quantum Storage, Coin, Supplies etc but for now here goes.

Columns

A – building name

B – level.  We’re not going to list all the intermediate levels.  Typically unless you’re a very new player it won’t be worth placing a partially built event building.  If a building make’s its own silver or gold levels then we will only list the top level because everyone will get that in time as it makes its own selection kits.  If an event building has additional levels but does not make fragments for it like we see with ascended buildings then those buildings will be listed as separate buildings and you’ll see the level reflect that.

C – does the building require a road?  The default is yes so it’s blank.  If it does not require a road then it will say no.

D – building footprint

E – the total number of tiles the building occupies including road.  Based on the premise that the building will touch a road on its smallest side and share that road with another building on the opposite side of the road if it requires a road.  So a 7x4 building that requires a road will be 28 tiles plus 2 for road for a total of 30 tiles.

Fight boosts

F – red attack boost

G – red attack boost for GE

H – red attack boost for GbG

I – red attack boost for QI

J – red defense boost

K – red defense boost GE

L – red defense boost GbG

M – red defense boost QI

N – blue attack boost

O – blue attack boost GE

P – blue attack boost GbG

Q – blue attack boost QI

R – blue defense boost

S – blue defense boost GE

T – blue defense boost GbG

U– blue defense boost QI

Forge Points

V – percentage FP boost like Forgotten Temple 20%

W – takes the % of column V and multiplies that with a base city collection of 25k.  With FP inflation that base level will be increased to 30-35k

X – static FP number and does not factor the % boost of column V.  So Eco Nexus gives 148FP and 4% boost.  Column X is only the 148 FP.

Goods same as the FP columns but now for goods

Y- percentage boost

Z – takes the % from column Y and multiplies that with a base city collection of 15k.  With goods inflation this will have to be increased.

AA – static goods and does not factor in the % boost of column Y.  We do not differentiate previous age, current age or next age goods it’s just raw goods number.

Troops

AB – troops given during collection.  Does not factor current or next age troops.

AC – Value per tile including roads.  This will be explained at the end.  It’s simply a way to quantify all the boosts and give players the ability to sort building efficiency per tile.

Population

AD – population given or required if you place the building

Happiness

AE – happiness given or taken away when placing the building

Historic Allies

AF – if blank it does not house a historic ally.  If it does house an ally it will list what type of ally it houses.  (common, rare etc)

Age

AG – when an event building is introduced to the game we will list the stats from that building in the most current age.  This spread sheet has now been around long enough that some are listed in SAJM, SAT and SASH.  With the new age about to come to Beta it’s important we show the age of the buildings we list   The reality is every event building will be obsolete in a year or two with some very rare exceptions.  There’s no point in updating every building on this sheet when a new age comes out.  So what we’ll do is give the most current age stats as they are introduced.  When a new age comes out we’ll also update the top 30ish (maybe top 50) buildings according to value.  This spreadsheet exists to give players a way to objectively value one building against the other.  It’s not to provide a historical record.  A player in EMA can still compare buildings using SASH numbers. 

How the building was introduced or acquired?

AH – This column was added due to feedback from you folks who wanted to know how to get the building.  We’ve been playing around with how to do this that satisfies all players.  So we listed the gold league buildings as “gold”, main event buildings as “main” and we listed the offspring buildings as “offspring of ….”.  The problem is most gold league reward buildings (and calendar reward buildings) make main event buildings offspring.  Those main event buildings make offspring buildings.  Now some of those offspring buildings then make their own offspring buildings.  And then those offspring buildings make fragments for further offspring buildings making this ridiculous to keep track of so we decided to do the following.  Simply list the event it was introduced, QI or GbG are simply that and we will be doing this moving forward.  So this column will not be consistent with older buildings but starting with the Halloween event 2025 and moving forward there will be consistency.  Doing it this way also allows users to sort by events.

From this point on you’re seeing more back-end stuff.  You don’t need to read further but we’ll explain anyways.

AI – building names

AJ – red attack + red attack GE divided by 2 + red attack GbG + red attack QI + red defense + red defense GE divided by 2 + red defense GbG + red defense QI

AK – same as above but for blue stats

AL – all the red boosts in AJ divided by tiles including roads

AM – same as above but for the blue stats

AN – adds both FP stats from columns W and X and divides those per tile including roads

AO – same as above but for goods

AP – troops divided by tiles including roads and then divided by 20 to better reflect the value of troops given

AQ – population divided by tiles including roads and then further divided by 1500 to reflect the value of population as a reward

AR – same as above but for happiness

AS – building value per tile including road adds AL, AM, AN, AO, AP, AQ and AR


New GbG championship starting on Beta Dec 11, 2025

 New reward buildings.

Warforge Assembly (the spelling error is how it will appear in game)


  • lv 1
  • 4x5 no road required
  • 143 - 200 % red and blue attack and defense
  • 231 - 300 % red and blue attack and defense GE
  • 143 - 200 % blue attack and defense
  • 1200 guild goods


  • lv 2
  • 4x5 no road required
  • 196 - 275 % red and blue attack and defense
  • 289 - 375 % red and blue attack and defense GE
  • 196 - 275 % blue attack and defense
  • 1.400 guild goods


Warforge Trench (again the spelling error will make it to live server)


  • lv 1
  • 3x1 does require road
  • 43 - 60 % red and blue attack and defense


  • lv 2
  • 3x1 no road required
  • 57 - 80 % red and blue attack and defense

Master Spreadsheet has been updated.


This time it has guild goods but no regular goods or FP just raw power.


QI changes for live server Updated

 

You will see these changes take effect starting on Dec 15th on the international server (or as we lovingly call it "Big Beta") and on other servers Dec 17th.  

So this is a little different as QI will already be in progress when these changes take place.  What could possibly go wrong?

The too long didn't read of this update is the Quantum Storage will double from 100k to 200k.  You will still start the incursion with 100k.  

The balance changes we wrote about here will not come to live server until Jan 12 in International Server and Jan 14 on the rest of the servers.

Once again QI will be in progress so unless they skip a week of QI this doesn't make sense to us.  

Ok so if this launches as intended we very strongly recommend you use all your QA prior to the update because it may be down for a while.  A long while.

Update:  The change from 100k to 200k was fine.

Second update:  We now have the final list of all the event buildings that will change due to the QI capacity change.  All of the following building will double their QA capacity.

Everblossom Fiore Village (ascended) from 4k to 8k

Supreme Cider Mill from 2k to 4k

Ironclad Depot lv 1 from 4k to 8k

Ironclad Depot lv 2 from 8k to 16k

obsidian tower (ascended) from 4k to 8k

eternal market galactic horizon (ascended) from 8k to 16k

majestic animal crossing (ascended) from 4k to 8k

yukitomo imperial sky residence (ascended) from 4k to 8k

Wildlife Event Beta 2025

 Event will start on Beta Dec 8, 2025 

Embargo until Dec 5, 2025

It's the same as previous events with a few changes so we'll highlight those changes as we go.

You start with four tickets and they will regenerate until your ticket bar is full again with four.  We believe it's one ticket per eight hours but they will not confirm this so will update when it comes out.

Edit Dec 8:  Confirmed that it's still 8hr/ticket regen time.

There will be a grand prize line with additional silver and gold if you want to pay cash for more baby!

Entrance Tickets - used to start a new board.  You get 25 turns per board.  Pop blocks.  The bigger the cluster the better the reward.  Drop paws to advance the grand prize bar.  When chests drop you get items and flutter coins.

Golden Tickets - five minutes of playing a board without using regular tickets

Safari Supplies - replaced daily specials with event store.  Refreshes daily and you get one manual refresh for free.  Discounts are shuffled randomly.  Some slots only unlock when conditions are met.  That means if you hoard your event currency you'll have less items to chose from in the store.  Store will remain open for two days (we think) after event ends and that includes refresh.

Flutter Coins - currency to spend in event store



Rival unlocks one quest per day for 19 days.  Get boosters from completing rival quests.  This mechanic is designed to get you to use your event currency.  You don't get a rival quest until the second day and you won't get one on the last day.  If you want to do 19 rival quests on the last day you can but here is a better method.

Strategy:

You can have one board open and four tickets on the ticket bar.  Starting on the second day of the event time your ticket regeneration so that your ticket bar gets full when you login after the rival starts.  This strategy give you the most free moves so you can complete all rivals.  When you get a rival quest that says you need to pop 16 red or blue boxes of/cluster of 5 or something like that.  If you partially complete a quest like you opened 14 boxes you can just complete the rest when more tickets generate.  In other words.  You don't have to buy tickets to complete the rival quests is you take the above advice.

Rewards:

The Master Spreadsheet has been updated with Wildlife Event buildings.  You will find them on the bottom of the alphabetical order and value tabs to make it both easy to find and easy to edit if they change before coming to live server.  There is also a separate tab just for this event and the buildings are sorted by value there.

Buildinglevelsroadssizetotal tiles/rred attackGEGBGQIred defGEGBGQIblue attGEGBGQIblue defGEGBGQI%#VALUE!FP%#VALUE!goodstroopsVALUE ATTACK+FP+QI/ROADS
Radiant Flamingo Paradise (ascended)14no5x420310350253103502503500740125.74
Majestic Animal Crossing (ascended)11no6x31825025025025250250035082.96
Sacred Flamingo Paradise13no5x420150200515020050150045067.85
Sacred Tortoise Springs1no4x416150100201501002015010020150100200200067.50
Ascended Savannah Camp2no2x24424220424220045056.08
Ascended Hippo Lagoon2no2x24602560060054.58
Elephant Great Reserve115x4222002802002800200044.73
Hippo Lagoon1no2x245454045041.58
Harmonious Animal Crossing10no6x31811511511551155050012539.17
Savannah Camp1no2x2432323232040037.33

The ascended buildings are good as per usual but also temporary.  Of the non-temporary buildings thSacred Flamingo Paradise is the best  building in this event.  Even slightly better statistically than the gold league building.  Don't be shocked if it gets nerfed before coming to live server.

You can get the upgrade from league rewards, gold pass and safari supplies so use that currency wisely.


Main Event Prize is...

Elephant Rehabilitation Center  LV 9 or (Centre if the same UK lady is localizing for English servers)

nine levels for main building that makes silver upgrade

Elephant Conservation Wing (silver upgrade LV 10) is the 10th level and it makes the gold upgrade

Elephant Great Reserve (golden)


  • Lv 11
  • 5x4 requires road
  • houses ally of any rarity
  • 540 - 36,000 population
  • 280 red attack and defense GbG
  • 200 red attack and defense GE
  • 380 - 35,000 medals
  • 200 FP
  • 3 frag of safari reserve selection kit
  • 200 guild goods


Savannah Camp

  • 2x2 no road required
  • 32 % blue attack and defense
  • 32 % blue attack and defense GE
  • cost 300 - 20,000 population
  • 50 - 5,000 medals
  • 40 FP
  • 2 fragments of Majestic Animal Crossing upgrade kit


Ascended Savannah Camp (30 days)



  • 2x2 no road required
  • 42 % blue attack and defense
  • 42 % blue attack and defense GE
  • 20 % blue attack and defense QI
  • 20,000 QI coins at incursion start
  • 5 QI units at incursion start
  • cost 300 - 20,000 population
  • 50 - 5,000 medals
  • 45 FP
  • 30 fragments of Majestic Animal Crossing upgrade kit


Hippo Lagoon

  • 2x2 no road required
  • 54 % red defense GbG
  • 54 % blue attack GbG
  • cost 300 - 20,000 population
  • 50 - 5,000 medals
  • 45 FP
  • 2 fragments of Radiant Flamingo Paradise upgrade kit


Ascended Hippo Lagoon (30 days)



  • 2x2 no road required
  • 60 % red defense GbG
  • 60 % blue attack GbG
  • 25 % red defense QI
  • 20,000 QI supplies at incursion start
  • 2% QI supply boost
  • 5 QI goods at incursion start
  • cost 300 - 20,000 population
  • 50 - 5,000 medals
  • 60 FP
  • 30 fragments of Radiant Flamingo Paradise upgrade kit


Gold League Reward

Sacred Tortoise Springs

  • 4x4 no road required
  • 150 % red and blue attack and defense
  • 100 % red and blue attack and defense GE
  • 20 % red and blue attack and defense QI
  • 200 FP
  • 5 frag of elephant reserve golden selection kit (main building golden version)
  • 5 frag of safari reserve selection kit


Older building upgrades

Animal Crossing base building lv9

Serene Animal Crossing lv 10 (gold)

Harmonious Animal Crossing


  • lv 11
  • 6x3 no road required
  • houses ally of any rarity
  • 5 % blue attack and defense QI
  • 94 - 115 % red and blue attack and defense
  • 450 - 30,000 population
  • 2,480 - 60,000 happiness
  • 2,280 - 400,000 coins
  • 260 - 24,000 medals
  • 50 FP
  • 33 - 75 goods
Random Production:
  • 75% 50 prev age goods
  • 25% 50 next age goods


Majestic Animal Crossing Ascended 90 days



  • lv 12
  • 6x3 no road required
  • houses ally of any rarity
  • 25 % blue attack and defense QI
  • 229 - 250 % red and blue attack and defense
  • 600 - 40,000 population
  • 4,130 - 100,000 happiness
  • 2,560 - 450,000 coins
  • 330 - 30,000 medals
  • 250 FP
  • 108- 150 goods
Random Production:
  • 75% 200 prev age goods
  • 25% 200 next age goods


Flamingo Habitat base is lv 11

Serene Flamingo Habitat lv 12 silver

Serene Flamingo Paradise 13 golden

Sacred Flamingo Paradise 14 platinum

  • lv 13
  • 5x4 no road required
  • houses historical ally of any rarity
  • 45 - 150 % red attack and defense
  • 95 - 200 % red and attack and defense GbG
  • 5 % red attack and defense QI
  • 2,910 - 70,490 happiness
  • 45 - 150 FP
  • 145 - 250 goods
  • 95 - 200 next age goods

Random Production:

  • 50 % 16 frag of habitats journey selection kit
  • 25 % 16 frag of alligator swamp upgrade kit
  • 25 % 16 fragments of tapir trails upgrade kit


Radiant Flamingo Paradise ascended 90 days

  • lv 14
  • 5x4 no road required
  • houses historical ally of any rarity
  • 205 - 310  % red attack and defense
  • 245 - 350 % red and attack and defense GbG
  • 25 % red attack and defense QI
  • 3,400 - 82,260 happiness
  • 245 - 350 FP
  • 295 - 395 goods
  • 245 - 345 next age goods

Random Production:

  • 50 % 30 frag of habitats journey selection kit
  • 25 % 30 frag of alligator swamp upgrade kit
  • 25 % 30 fragments of tapir trails upgrade kit


Eternal Market - no new levels.  From here on out you get fragments to build it up or ascend it.

Fragments:

  • 850 - grand prize lane
  • 150 - bronze league (and above)
  • 100 - quests

Total 1,100


Historical Allies:

Tamar of Georgia 



  • lv 1 rare
  • 25% blue defense
  • 25% blue attack GbG
  • 25% blue attack and defense GE


David Soslan



  • lv 1 rare
  • 25% red defense
  • 25% red attack GbG
  • 25% red attack and defense GE




Winter Event on live server 2025

 

If you're just here for the quests go to bottom of this page.  We're verifying them before printing them.  Should only take a few min.  If you're on the rush quests now and don't see the next one just refresh, it's there.  All rush quests, daily quests, rival quests and calendar door prizes are now confirmed.

Shuffle board mechanic is back.  This year there will be 16 items instead of 14 items on the board.  For people wanting to complete the calendar this is bad as you will need more currency to get through a board.

Currency is Wooden Bells.  Acquired by completing event quests and incidents.  It costs 10 wooden bells to visit a house on the board.  Each house earns you 1-2 event pass points.

Winter Memories is the bullshit predatory diamond mechanic.  Avoid it at all costs.
 

Collect three snowman parts to unlock a super board.


Super Boards do not have a shuffle so you need to complete it before the next reset.  They will have special items

  • two show two
  • two double payout
  • grand prize boosts.  Each house visit gives 2-4 grand prize progress

Winter Booster items can be won in rival quests.

  • Snowball blast - can clear filler rewards and shuffle.  Show two, double payout, lantern coins, starlight coins and snowman parts cannot be blasted away.
  • Toy Radar - reveals all special rewards on the board.  (Shuffle, show two and double payout)
  • Sleigh Combo - visit one house for free, gain double rewards and reveals two more prizes

Calendar Mechanic is back


You need keys to open the door.  You will also need a lot of diamonds to open all the doors.  You get one key per day and then key parts after that.  You need five key parts to make one key or pay 500 diamonds to open one door.  There are 32 doors.  If you open all 32 doors you get the Calendar Chest.

Not all boards will have a key so you will need to burn a lot of currency to get to the next one if the board you're on doesn't have a key reward.  It will be impossible to predict how much you will have to spend because of the randomness of the board rewards and the nature of the shuffle boards.


Instead of daily prizes you have the Item Store.  There are two currencies you can use in the item store.

  • Lantern Tokens - acquired in all boards 
  • Starlight Coins - from super boards and Winter Memories bullshit predatory diamond scam
Item Stores:
  • Lantern Stall - refreshes daily, one free refresh daily, discount roulette.  Only spend currency on discounted items unless you're just a few days from the store closing after the event is over.

  • Starlight lounge - refreshes weekly, no manual refresh, no discount roulette.  Players get one free item weekly.


Winter Memories - Piggy Bank Mechanic

This is a bullshit predatory mechanic.  Do not play this at all.


You can select a prize for free or pay diamonds to select both.  You can spend diamonds to re-roll the available prizes.  Once the bank is full you then have to pay diamonds to get the prizes in the piggy bank.

Just to make this super clear.  YOU DON'T GET ANY OF THE PRIZES UNTIL YOU SPEND THE DIAMONDS.  Nothing is free.  It's a scam.  Avoid it.

50 diamonds adds both prizes

20 diamonds to shuffle and I believe that price goes up every time you use it

2995 diamonds to claim the items you "won"

It's a scam.  You were warned.


Rewards:

Buildinglevelsroadssizetotal tiles/rred attackGEGBGQIred defGEGBGQIblue attGEGBGQIblue defGEGBGQI%#VALUE!FP%#VALUE!goodstroopsVALUE ATTACK+FP+QI/ROADS
Eternal Market - Galactic Horizon (ascended)11no6x636324432432100324432432100324432432100324432432100307500003045000033,458.38
Ascended Snowdrop Garden2no3x39108271082710827108270270086.00
Ascended Starlight Boulevard Kiosk2no1x11123123123123030086.00
Northwind Courrier13x279898989809808081.43
Penelope's Northstar Nursery1no5x525110240251102402511024025110240250495079.80
Toymaker's Atelier of Little Wonders13x310.584258425842584250105051.52
Sleighride Limited Express107x322.51002001002000135036050.00
Evergreen Limited Express107x322.51002001002000225021547.56
Charcoal Limited Express107x322.51401401401400180029047.11
Royal Midnight Clock Tower94x41660180601800180030.30
Snowdrop Garden1no3x3954545454090030.00
Starlight Boulevard Kiosk1no1x116666010030.00
Yukitomo Imperial Sky Residence - ascended14no4x416821515821515021802629.31
Yukitomo Imperial - platinum upgrade13no4x41682151582010902220.61
Freight Car22x36005510.28
Parlor Car22x362323008.78
Dining Car22x361818007.11
Sleeping Car22x3603506.94

We posted the rewards here about a week ago.

So we'll copy/paste it and add the pictures.

All the buildings have also been added to the MASTER SPREADSHEET

Main Building

lv 7 Midnight Clock Tower makes the silver upgrade

lv8 Grand Midnight Clock Tower makes the golden upgrade



Royal Midnight Clock Tower

  • lv 9
  • 4x4 requires road
  • houses rare ally
  • 39 - 60 % blue attack and defense
  • 96 - 180 % blue attack and defense GbG
  • 2980 - 7200 happiness
  • 2520 - 180,000 supplies
  • 180 FP

Random Production:

  • 50% 6 fragments Starlight Garden selection kit (100 frag required)
  • 25% 12 (of 30) one up kits fragments
  • 25% 6 (of 15) store building fragments


Secondary Buildings:



Snowdrop Garden

  • 3x3 no road required
  • 33 - 54 % red and blue attack and defense
  • 1,020 - 180,000 coin
  • 90 FP
  • costs 810 - 54,000 population



Ascended Snowdrop Garden

  • 3x3 no road required
  • 87 - 108 % red and blue attack and defense
  • 27 % red and blue attack and defense QI
  • 24,750 QI coin and supplies
  • 2,050 - 360,000 coin
  • 270 FP
  • costs 810 - 54,000 population

Starlight Boulevard Kiosk
  • 1x1 no road required
  • 3 - 6 % red and blue attack and defense
  • 110 - 20,000 coins
  • 10 FP
  • costs 90 - 6,000 population



Ascended Starlight Boulevard Kiosk
  • 1x1 no road required
  • 7 - 12 % red and blue attack and defense
  • 3 % red and blue attack and defense QI
  • 2,750 QI coin and supplies
  • 230 - 40,000 coins
  • 30 FP
  • costs 90 - 6,000 population


Gold League Building


Toymaker's Atelier of Little Wonders 
  • 3x3 road required (for now expect this to change) it's coming to beta requiring a road
  • 84% red and blue attack and defense
  • 25% red and blue attack and defense QI
  • 25% medals boost
  • 105 FP
  • 20 (of 150) Midnight Clock Tower Golden selection kits

Calendar Mechanic


Penelope's Northstar Nursery 
(the spelling mistake is in the game not on me)

  • 5x5 no road required
  • 110% red and blue attack and defense
  • 240% red and blue attack and defense GbG
  • 25% red and blue attack and defense QI
  • 495 FP
  • 12 (of 1,000) Yukitomo Imperial Sky upgrade kit


Northwind Courrier 
(the spelling mistake is in the game not on me)
  • 3x2 requires road
  • 98% red and blue attack GbG
  • 98 FP
  • 80 goods
Random Production
  • 10% 51 frag of finish special productions
  • 10% 5 (of 150) frag of Winter Train Golden selection kit
  • 80% 3 (of 100) frag of Winter Train Carriage Series II (these are the train cars)

Upgraded Older Buildings

Base Yukitomo Tower is 10 levels and does NOT make the upgrades
Silver Yukitomo Plaza is lv 11 and does NOT make gold upgrade
Gold Yukitomo Empire is lv 12 and does NOT make platinum upgrade


Yukitomo Imperial
  • platinum upgrade
  • lv 13
  • 4x4 no road required
  • houses ANY ally
  • 61 - 82 % red and blue attack
  • 15% red attack and defense QI
  • 200 QA per recharge
  • 580 - 38,440 population
  • 540 - 49,660 medals
  • 88 - 109 FP
  • 22 rogues
  • 3 (of 100) frag of puppy hauler selection kit
  • 3 (of 100) frag of sleigh builder selection kit
Random production:
  • 20% 10 self-aid kits
  • 80% 1 self-aid kit


Yukitomo Imperial Sky Residence
Ascended 90 days

  • lv 14
  • 4x4 no road required
  • houses ANY ally
  • 141 - 162 % red and blue attack changed to 82 % red and blue attack
  • 30 % red attack and defense QI changed to 15 % red and blue attack and defense
  • 200 QA per recharge
  • 4,000 QA capacity increase
  • 580 - 38,440 population
  • 540 - 49,660 medals
  • 171 - 192 FP changed to 218 FP
  • 26 rogues
  • 3 (of 100) frag of puppy hauler selection kit
  • 3 (of 100) frag of sleigh builder selection kit
Random production:
  • 20% 10 self-aid kits
  • 80% 1 self-aid kit

Winter Train base is lv 8
lv 9 is choice of Charcoal Express, Evergreen Express and Sleighride Express
each have their own upgrade. 


Charcoal Limited Express
  • lv 10
  • 7x3 requires road
  • houses rare ally
  • 108 - 140 red and blue attack and defense
  • 300 - 20,000 population
  • 1,030 - 25,000 happiness
  • 1,710 - 300,000 coin
  • 3,500 - 250,000 supplies
  • 220 - 20,000 medals
  • 180 FP
  • 290 goods



Evergreen Limited Express
  • lv 10
  • 7x3 requires road
  • houses rare ally
  • 68 - 100 % blue attack and defense
  • 68 - 100 % blue attack and defense GbG changed to 168 - 200 % blue attack and defense GbG
  • 24 % coin boost
  • 300 - 20,000 population
  • 1,030 - 25,000 happiness
  • 1,710 - 300,000 coin
  • 3,500 - 250,000 supplies
  • 220 - 20,000 medals
  • 225 FP
  • 215 goods


Sleighride Limited Express
  • lv 10
  • 7x3 requires road
  • houses rare ally
  • 68 - 100 % red attack and defense
  • 168 - 200 % red attack and defense GbG
  • 24 % supply boost
  • 300 - 20,000 population
  • 1,030 - 25,000 happiness
  • 1,710 - 300,000 coin
  • 3,500 - 250,000 supplies
  • 220 - 20,000 medals
  • 135 FP
  • 360 goods

Car attachments for train


Dining Car Series II
  • 2x3 no road required
  • 410 - 10,000 happiness
  • 18% red attack changed to 18 % red and blue attack
  • 1 (of 30) mass self-aid frag


Sleeping Car Series II
  • 2x3 no road required
  • 410 - 10,000 happiness
  • 35 FP
  • 1 (of 30) mass self-aid frag


Freight Car Series II
  • 2x3 no road required
  • 410 - 10,000 happiness
  • 55 goods
  • 1 (of 30) mass self-aid frag


Parlor Car Series II
  • 2x3 no road required
  • 410 - 10,000 happiness
  • 23% red defense changed to 23 % red and blue defense
  • 1 (of 30) mass self-aid frag

Eternal Market - Galactic Horizon (Ascended level)
  • 6x6 no road required
  • will decay into Lunar Horizon in 30d
  • when you collect you get three charges to give 100% boost of other buildings (works like a BG charge but with 100% boost and in testing it stacked.)
  • 324% red and blue attack and defense
  • 432 %red and blue attack and defense GbG and GE
  • 100 % red and blue attack and defense QI
  • 400 QA per recharge
  • 8000 QA capacity boost
  • 30% FP boost
  • 30% goods boost
  • 4,810 - 320,320 population
  • 90 of each special good up to the player's current age
  • 7,200 guild goods

Historical Allies


Nebuchadnezzar II rare

  • 75% red attack and defense GbG


Melisende, Queen of Jerusalem rare

  • 75% blue attack and defense GbG


Strategy

Before you play this event you should decide what strategy you intend to use and then stick to that strategy.

1) Go for main event building

2) Go for gold league so you can make lots of main buildings

3) complete calendar

4) maximize item shop currency to get the equivalent of daily prizes in the item shop

Strategy 1:

Play the event casually.  Complete the rush quests and do the rivals.  Play for free (don't spend diamonds) and save all your boosters for the super boards.  You need to push the prize line a little to get enough to make a lv7 of the main prize so you can then make silver and then gold levels.  Just casually play the event and pick up whatever you can.  Once you unlock the snowman on a board stop playing until the next day.  Your goal is to play as many super boards as possible as that pushes the prize line faster.

Strategy 2:

Going for the gold league and minimizing the amount of diamonds you have to spend means a very specific strategy of going for snowman parts and not keys.  You want to do as many super boards as possible.  That means on boards that have a key and not a snowman part you want to find the shuffle ASAP.  Every turn cost currency and you will be buying currency to get into gold league but now it's a matter of how much.  Use all your boosters when in super board as it gives the most advance on the prize line.  You will be using your diamonds on currency to play more boards.

Strategy 3:

Completing the calendar will cost you diamonds but the question is how to bring that cost down.  You use the opposite strategy of strategy 2.  When you play boards you are looking for a key.  Once you have a key for that day you stop.  You do not finish the board you are on.  You are not looking for snowman parts and if the board you are playing has that then you are looking for the shuffle ASAP.  You are not buying currency trying to get keys.  You get as many as you can and then pay diamonds to open the rest of the doors you did not have a key for.  Use your boosters on superboards.  Reveal special tiles to see special items.  So the x2 and reveal 2 are shown.  Once you find the key or key parts use the x2, then the x2 booster, then select the key tile for 4x bonus.

Strategy 4:

You are not going for gold league or intend to complete calendar.  Instead you want to maximize purchase ability in the item shop.  You want to play as many super boards as possible so you are not looking for keys you are looking for snowman parts.  However you want to play on days that have a good calendar prize.  That will maximize the rewards of the calendar by earning keys on those days and just use the key fragments at the end on the specific doors you want.  Use all your boosters on the super board on starlight coins.

For new players we'd suggest strategy 1.  Events are a great way to get good fast.

For established players this is another stinky event.  The main prize isn't good enough to place in advanced cities.  That means the gold league prize that makes more main prizes isn't worth chasing.

The calendar chest is pretty good but not great.  If you're close to having all doors open then it may be worthwhile to spend some diamonds to open the rest of them.

Of the five of us that contribute to this site one is going for the calendar chest and the rest of us are playing strategy 4.  We're going to just target the eternal market fragments in the calendar and then maximize the shop while playing casually.  Eternal market fragments were removed as daily calendar rewards and players will the the 100 fragments if completing the all calendar doors.


Diamond City Players

For people who play this event in diamond cities we have some very bad news for you.  Inno has removed the wishing wells, wishing well shrink kits and little wishing wells from this event.

Rush Quests:

  1. Collect coins
  2. Spend FP
  3. Defeat small army OR solve simple neg AND collect supplies
  4. Build 2 residential of your age OR 3 previous age AND pay supplies
  5. 15 min productions AND inspire population
  6. Recruit 4 units of your age OR 5 previous age AND pay supplies
  7. Build 5 decorations of your age OR 6 previous age AND collect coins
  8. collect goods OR donate to treasury AND spend FP
  9. 8hr productions
  10. donate to treasury OR solve simple neg AND 4hr productions
  11. conquer 2 sectors on continent map (fight or trade, auto completed if continent map is done) OR 24hr productions AND collect supplies
  12. win X fights OR spend FP AND pay coins
  13. build 2 culture buildings of your age OR 3 age previous AND gain population
  14. defeat med army OR solve moderate neg AND pay FP
  15. collect good OR donate to treasury AND pay coins
  16. 2 items AD OR defeat small army AND buy 5 FP
  17. collect 750 tavern silver OR win 4 fights without lose
  18. build 1 production from your age OR 2 previous age AND pay supplies
  19. pay FP to GB OR solve complex neg AND gain happiness
  20. visit 15 friends in tavern OR defeat X units AND collect supplies
  21. build 7 decorations of any age AND 1hr productions
  22. collect 5 incidents OR 10 productions of your age AND pay coins
  23. 2 boosts in tavern OR win 6 fights AND collect supplies
  24. solve moderate neg OR 5 encounters in GE (for live server the GE won't start for a day) AND 15min prod
  25. 4hr productions OR 4 items AD AND collect coins
  26. build 1 culture building of your age OR 2 previous age AND buy 5 FP
  27. collect goods OR donate to treasury
  28. spend 400 tavern silver OR infiltrate 4 sectors AND pay supplies
  29. defeat med army OR solve moderate neg AND 5min productions
  30. collect 3 events OR contribute FP to GB AND collect coins
  31. donate 150 goods from your age or prev age to treasury OR 24hr productions
  32. visit 20 friends in tavern OR defeat X units AND pay coins
  33. build 3 residential buildings of your age OR collect supplies
  34. defeat small army OR solve moderate neg AND 1hr productions
  35. collect goods OR donate to treasury AND spend FP
  36. defeat X units OR solve complex neg
  37. collect 750 tavern OR win 6 fights without lose AND pay supplies
  38. 3 items AD OR 8hr productions AND spend FP
End of rush quests
for quest 25 if you don't want to spend a hurry supply item you can collect from AD then set 3 items for 2hrs.
All the rush quests can be completed with a single city collection with the only delay being the 2hrs for the AD to collect.
When you have the option of _____ or fight just fight.  You don't want to visit all taverns on a quest and then wait 24hrs for the next available tavern visits.
Same for collect incidents or defeat x units.  Just fight so you don't have to wait for more incidents to spawn.

Daily quests:

Dec 1 
  1. build culture of your age OR 2 age prev AND collect supplies
  2. recruit 5 units of your age OR collect goods AND collect coins
  3. defeat med army OR solve complex neg
  4. collect goods OR donate to treasury
  5. 15 productions your age OR 18 prev age AND spend FP
  6. win X fights without lose OR gain happiness
  7. 2 boosts in tavern OR solve moderate net AND 5min productions
  8. 3 incidents OR motivate/polish 25 buildings AND pay supplies
  9. complete 1st level GE OR defeat great army
  10. 3 residential buildings of your age OR 4 prev age AND 15min productions
  11. defeat med army OR solve complex neg AND buy 5 FP
  12. 10 productions your age OR 12 prev age
  13. build production your age OR 2 prev age AND gain happiness
  14. defeat med army OR solve moderate neg AND spend FP
  15. collect goods OR donate to treasury
  16. spend 450 tavern silver OR 15min productions AND collect coins
  17. defeat units OR solve complex neg AND spend FP
  18. 10 productions your age OR 14 prev age AND collect coins
  19. defeat small army OR 2 items AD
  20. build goods building your age OR collect goods AND there is an error code to complete this quest trigger.  It will be a production quest so we suggest set productions for 5min, 15min, 1hr, 4hr, 8hr and 24hr.  It will most likely be either finish one of each or finish x of any so set as above to be safe.
  21. win X fights OR solve moderate neg AND spend FP
  22. spend 400 tavern silver OR build 3 residential of your age AND buy 5 FP
  23. collect 3 incidents OR visit 15 friend tavern AND pay supplies
  24. collect goods OR donate to treasury AND spend FP
  25. defeat med army OR solve moderate neg
  26. 5 encounters GE OR conquer X sectors on map
  27. 4 items AD OR defeat small army AND collect coins
  28. win X fights OR collect goods
  29. spend 600 tavern silver OR infiltrate 3 sectors AND gain population
  30. build 2 cultural buildings of your age OR 4 prev age AND collect coins
  31. collect goods OR donate to treasury AND 1hr productions
  32. HAPPY NEW YEAR win X fights in a row OR conquer (fight or neg) 2 sectors on map AND spend FP
Comment below if your New Year's resolution is to stop play FoE.

Calendar Prizes:

1.  Complete all special productions
2.  Winter Train Wagons Series II Selection Kit

3.  Sled builder
4.  Winter Train Selection Kit
5.  Yukitomo Tower Selection Kit
6.  Yukitomo Plaza Silver Upgrade Kit
7.  Didukh
8.  Winter Train Wagons Series II Selection Kit
9.  Nutcracker Guardhouse
10.  Winter Train Selection Kit
11.  ascended sled dog monument
12.  Sled Builder Upgrade Kit
13.  Epic Winter Selection Kit
14.  Yukitomo Tower Selection Kit
15.  Didukh Upgrade Kit
16.  Winter Train Wagons Series II Selection Kit
17.  Sled builder selection kit
18.  Festive Gift Truck Upgrade Kit
19.  Winter Train Selection Kit
20.  Didukh joy
21.  Yukitomo Tower Selection Kit
22.  Nutcracker Guardhouse
23.  Winter Train Wagons Series II Selection Kit
24.  Yukitomo Empire Golden Upgrade Kit
25.  Didukh dreams
26.  Festive Gift Truck Upgrade Kit
27.  ascended sled dog monument
28.  Yukitomo Tower Selection Kit
29.  Winter Train Selection Kit
30.  Winter Train Wagons Series II Selection Kit
31.  Epic Winter Selection Kit
32.  2025 Sublime Epic Selection Kit


Rival Challenges:

  1. open 2 houses
  2. open 4 houses and shuffle
  3. 6 houses and find lantern coin
  4. 8 houses AND key OR snowman
  5. 10 houses AND lantern coin
  6. 10 houses AND shuffle
  7. 10 houses AND key OR snowman
  8. 10 houses AND lantern OR starlight coins
  9. 10 houses AND reveal 2 OR 2x boost
  10. 10 houses AND key OR snowman
  11. 10 houses AND lantern OR starlight coins
  12. 10 house AND reveal 2 OR 2x boost
  13. 10 houses AND key OR snowman
  14. 10 houses AND lantern OR starlight coins
  15. 10 houses AND reveal 2
  16. 10 houses AND key
  17. 10 houses AND starlight coins (these are only found on super boards so cue up a superboard before this rival starts)
  18. 10 houses AND snowman
  19. 10 houses AND key
  20. 10 houses AND starlight coins (these are only found on super boards so cue up a superboard before this rival starts)
  21. 10 houses AND shuffle
  22. 10 houses AND 2x boost
  23. 10 houses AND starlight coins (these are only found on super boards so cue up a superboard before this rival starts)
  24. 10 houses AND key
  25. 10 houses AND starlight coins (these are only found on super boards so cue up a superboard before this rival starts)
  26. 10 houses AND snowman
  27. 10 houses AND key
  28. 10 houses AND  lantern OR starlight coins
  29. 10 houses AND reveal 2 OR 2x boost
  30. 10 houses AND key OR snowman