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

Tuesday, August 11, 2026

Answering more common questions about SAD

 We're getting a lot of questions about requirements for SAD and very specifically how much SASH dark matter you need or special goods of other ages so here we go.

A very kind member who has not yet aged up provided clean screenshots for us.





241.5 k FP

special good from SAD

  • 296.3k Void Shard.  

SAD Goods:

  • 123k psionic conduits 
  • 101.5k glyph circuits
  • 98,000 resonance cores
  • 74,500 metamorphic alloys
  • 50,500 xenocrystals

You get SAD Goods from main city buildings.

From buildings in stellar city:

  • 120.6k stellar points
  • 59,339 stellar capacity


From missions:

  • 5,927 encoded tablets - needed for research


SASH goods:

  • 87,500 oxygen pills
  • 92,000 silver crystals
  • 69,000 deep space data
  • 63,000 dark energy batteries
  • 59,500 hypersleep modules

Fighting:
  • best troops is champions+rogues
  • second best is 8 fast units
  • third is range+rogues
  • absolute worst troops is artillery.  If you want to use artillery then use SASH artillery.

Mission fighting is easy I got 5 diamond rewards on the first day.  I expect that is an aberration and not something that will be replicated consistently.

What fight boosts will you need to fight GE at highest trial level or to infinite fight in GbG?
We don't know yet.  Beta has not implemented SAD age into GE or GbG.  As a bonus that also means there is no SAD goods cost to open GE levels or build camps in GbG.  I would expect that to change for next season of GE and GbG and live server will have SAD goods cost.

What's the best way to get BP for new GB when the new age begins?
Use FSP on autumn vineyard that gives BP for next age GB's.
Or you can sit back and let other people build and level what appears to be a useless GB at this time.  When it changes (not if but when) it may become good.  You can build and level then if you want but don't waste the city space now.

When will it come to live server?
It was supposed to have an extended run on Beta but outside of a few issues it's going very well so the tentative date for live server is Aug 24.  We'll see but that's the plan.

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Just a quick update for SAD era players

 The champion retreat right now makes SASH units even if it's in SAD era.  The problem is being worked on.  No need to send in a ticket.

For all players there is no medal expansion when SAD opens.  Sorry, Inno found another rake to step on.

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Monday, August 10, 2026

Shattered Horizon Siphon new SAD GB is trash right now.

 

It's very expensive to level.

The owner contribution is almost all of it.

The contribution from other players is almost nothing.

At level 300 it's probably still not worth putting in city even if it was free to level.

It's a 4x4 waste of space until they change it.

Other than that it's great!  Will Inno Games ever see a rake and decide to not step on it?

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Friday, August 7, 2026

Stellar Age Discovery (SAD) is here

 hold until August 9

Edit: Inno went live so we're publishing!

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

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

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

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

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

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

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

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

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

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

New resources:

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

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

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

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

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

  • common
  • uncommon
  • rare
  • epic
  • legendary

Mission objectives is to fight or negotiate


The second slot is "depth".

  • orbital
  • stellar
  • interstellar
  • galactic
  • intergalactic

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

This is what the mission window looks like.


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

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

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

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

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

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

There is a % chance of getting

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

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

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

  • fusion cells
  • stellar capacity
  • stellar points

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

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

Branching tech tree:

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


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


Table of resources provided by inno


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

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

Units:

FGX-103 Shadow light melee unit

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

    Special skills:

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


    FGX-104 Hammer artillery unit

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

    Special skills:

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


     FGX-105 Assassin range unit

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

    Special Skills:

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

    FGX-101 Skyrider fast unit

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

    FGX-102 Anvil heavy unit

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

    Special Skills:

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

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


    FGX-100 Champion -heavy

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

    Special Skills:

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

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

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

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

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

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

    Light units weren't useless.

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

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

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

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

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

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

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


    Great Building


    The Shattered Horizon Siphon max level 300
    4x4 requires road

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

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

    So for Beta players 

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

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

    For live server

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

    For live server people just unlock levels to 200 ASAP


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    Tuesday, August 4, 2026

    Master Spreadsheet updated with user suggestion tabs

     The master spreadsheet can be found by clicking this link.


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

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

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

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

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

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

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

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

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

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

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

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


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    Sunday, August 2, 2026

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

     

    Hold until TBD date in August, 2026

    Candy crush mechanic is back.

    Let's start with event currency.

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

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

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

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

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

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

    Jars - reward for combining tiles

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

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

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

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

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


    Boosters:

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

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

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


    Rewards:

    Momiji Stop lv8 makes silver upgrades

    Momiji Station lv9 makes golden upgrade

    Momiji Terminal lv 10 is the golden version 

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

    Momiji Terminal

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

    Random production:

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



    Koyo Treat

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



    Ascended Koyo Treat

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



    Kinoko Stage

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

    Ascended Kinoko Stage

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


    Gold League Reward


    Mizube Lodge

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


    Exclusive item store building

    Ramen Nooklv1

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





    Ramen Nook lv2

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

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

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


    Golden Crops Harvest

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



    Golden Crops Feast

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



    Ascended Golden Crops Feast

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


    Eternal Market Fragments

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

    Historic Allies:

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



    Nakano Takeko

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

    Avatars



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

    Edit:  We were told the rival quests will be easier for live server

    1. pay coins
    2. acquire 2 sectors OR finish 24hr productions (13 times for SASH)
    3. spend FP (36 in SASH)
    4. build decorations
    5. build 2 houses your age OR 3 prev age AND pay coins
    6. 4 items in AD OR 4hr productions *** reward is wooden spoon so will not collect until I need for rival quest
    7. defeat small army OR simple neg
    8. gather goods OR donate goods AND buy 5 FP
    9. 5min productions AND gather coins *** reward is wooden spoon so will not collect until I need for rival quest
    10. win 5 battles without lose OR donate goods AND buy 5 FP
    11. donate goods of your age OR prev age
    12. 4hr productions AND gather goods *** reward is wooden spoon so will not collect until I need for rival quest
    13. build 2 residential your age OR 3 prev age AND pay supplies
    14. gather goods OR donate goods AND make city enthusiastic
    15. 4hr productions AND gather coins ** reward is wooden spoon so will not collect until I need for rival quest
    16. spend 400 tavern silver OR infiltrate 4 sector AND Pay coins 
    17. 3 residential your age OR gather supplies
    18. gain happiness AND spend FP
    19. defeat med army OR complex neg AND pay coins
    20. one culture building your age OR two prev age AND 5min productions
    21. gather goods OR donate goods ** reward is wooden spoon so will not collect until I need for rival quest
    22. win x battles OR gain happiness AND 15min productions
    23. finish x productions of your age OR Y from prev age AND gather supplies
    24. defeat small army OR solve moderate neg AND spend FP
    25. build three residential buildings of your age OR gather supplies
    26. 3 incidents OR 2 items AD AND gain happiness  ** reward is wooden spoon so will not collect until I need for rival quest
    27. 5 incidents OR contribute FP to GB
    28. gather OR donate goods AND 15 min productions
    29. defeat X units OR solve complex neg
    30. 2 boost in friend tavern OR win 11 battles AND pay supplies
    31. build production building your age OR two prev age AND gain happiness
    32. 8hr productions AND gather supplies ** reward is wooden spoon so will not collect until I need for rival quest
    33. 8hr productions AND gather goods
    34. visit 20 taverns OR motivate/polish 50 buildings of other players AND spend FP
    35. gather supplies AND coins ** reward is wooden spoon so will not collect until I need for rival quest
    36. visit 20 friend tavern OR motivate/polish 50 building of other player AND gain population
    37. 3 residential buildings of your age OR 4 prev age AND spend FP
    38. defeat small army OR moderate neg AND 15min productions
    39. one production building your age OR 2 prev age AND pay supplies
    40. first level of GE done OR defeat large army
    41. spend FP AND gather coins
    42. one good building your age OR gather goods AND 15min productions
    43. acquire 4 sectors OR solve complex neg AND pay supplies
    44. 1hr productions AND make people enthusiastic  ** milestone reward is golden spoon
    45. defeat med army OR complex neg
    46. 2 items AD OR defeat small army AND build 5 decorations your age OR 6 prev age
    47. win 8 battles without lose OR gain 90,000 happiness AND 8hr productions ** reward is wooden spoon so will not collect until I need for rival quest
    48. collect 750 tavern silver OR 8 battles without lose AND gather coins
    49. 10 productions of your age OR 12 prev age AND gather goods
    50. 3 incidents or infiltrate 2 sectors AND pay supplies * reward is wooden spoon so will not collect until I need for rival quest
    51. gather goods OR donate goods AND spend FP
    52. acquire 3 sectors OR defeat x units
    53. build 1 culture building your age OR 2 prev age AND 1hr productions  reward is wooden spoon so will not collect until I need for rival quest
    54. 2 boosts in tavern OR win X battles without lose AND pay coins
    55. finish 10 productions your age or 12 prev age AND gather goods


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

    1. spend 1 wooden spoon to play a level AND collect 8 cups
    2. collect three jars in a single move AND win 5 battles without lose
    3. collect 4 green OR white jars with 2 stars
    4. collect 10 cups AND 4 jars in a single move
    5. collect 8 red OR orange jars with 3 stars AND when a board ends use extra moves once
    6. pop 50 green or white AND solve moderate neg
    7. collect 3 jars of same color in one move AND win 10 battle without lose
    8. collect 15 cups AND solve very complex neg
    9. collect 10 red OR white jars with four stars AND buy extra turns when board ends once
    10. pop 50 red OR orange AND 4hr productions
    11. collect 4 jars in one move
    12. collect 10 red OR white 5 star jars AND use extra turns when board ends once ** reward is 3 wooden spoons so don't collect until the next day's rival begins.
    13. collect 5 jars of same color in one move
    14. pop 75 green OR white AND win 15 battles without lose
    15. collect 5 jars in one move AND 8hr productions
    16. collect 10 green OR orange jars with five stars AND buy extra turns once **reward is golden spoon
    17. pop 75 red OR orange
    18. collect 6 jars in one move AND buy turns once
    19. collect 12 red OR white jars with six stars AND win X battles without lose


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