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

Thursday, December 18, 2025

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

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Sunday, December 14, 2025

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


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Wednesday, December 10, 2025

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.


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Tuesday, December 9, 2025

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

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Friday, December 5, 2025

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




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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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