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

Monday, August 12, 2024

Change to Finish Special Productions

 

Important changes to Finish Special/All Productions items!

Starting from August 19th, you'll notice that Finish Special Productions and Finish All Special Productions items can no longer be applied to:

  • Guild Battlegrounds and Quantum Incursions buildings that produce building Fragments.
It will also remain that the items cannot be applied to:

  • Time-limited buildings;
  • Cultural Settlements buildings on the Ascended Level.
We understand that this change can significantly impact your gameplay, so we want to assure you that this decision did not to us come lightly.

The reason behind the change

To help you achieve your faster city growth and layout  updates  we made FSP/FASP items readily available as rewards and as products of certain buildings.

However, this availability has led to a widespread strategy where players use buildings that produce FSP/FASP items to collect the necessary Fragments and acquire hard-to-get GBG and QI buildings without actively engaging with those features.

This strategy has led to a critical disadvantage for many players who invest time and effort into these features, and addressing this unfair imbalance was a non-negotiable priority for us.

Exploring other options 

In preparation for the change, we considered other options, such as removing FSP/FASP items or limiting them more aggressively.

However, such measures would have overly restricted all players' ability to boost their productions with FSP/FASP items and buildings that produce them, which is not our goal.

Instead, we focus on addressing the main concern: preventing the farming of prestigious rewards without the requisite skill, effort, and fair investment.

Implementation 

Once the change  is implemented , tooltips of affected buildings will indicate that  FSP/FASP items cannot be used  on them.  If  a building has no such indication , you can use those items on it .

We regret having to take away this aspect and not accounting for it in the first place. While we recognize some of you might reject the change, we hope for your understanding of its benefit for the game economy.

As a result of this change, you may find it necessary to adjust your City layout. To account for those changes and reduce their impact, we will add a Cobalt Blue Lagoon to all players' Inventory. 

We thank you for your understanding and continued support. 

 Sincerely, 
 Your Forge of Empires Team
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Sunday, August 11, 2024

Fall Event 2024 reposting for live server

Embargo until June 26, 2024 

Fall Event 2024 Beta but the live version should be the same.  Corrected some quests and rewards.  Now all rush quests, daily quests and both rival quests are accurate for live server.

This is the candy crush mechanic we all know by now.  You have a spoon bar that accumulates a wooden spoon every 8hrs until you have 4 in the spoon bar then it stops.  So the best strategy is to use at least 3 spoons a day until there is a daily prize you like.  

You can prime the board so that your 4th spoon is awarded right after reset.  You can also start a board without playing it so effectively you have 5 free boards at reset so you can go after the prize you like and then play two more boards (after 8 and 16 hours) to get a total of 7 free board's for that one day.

That is also how we recommend playing the rival quest which start on the Tuesday of the second and third weeks of this three week event.




Main event building has 11 levels.  Harvest Squirrel Hall lv9, then silver upgrade to Bountiful Squirrel Hall and then golden upgrades to Regal Squirrel Hall.  The lv9 makes silver upgrades and the silver upgrade makes the gold upgrade so we're counting this as 11 level 6x5 main building and requires road.



  • 100-200% blue defense
  • 120-130 blue attack
  • 640 - 40.000 population
  • 3.970 - 90.000 happiness
  • 110 goods
  • 90-100 FP
  • random production
    • 40% 8 blueprints
    • 40% 5 fragments of mass self-aid kit
    • 20% 5 fragments of renovation kit
  • second random production
    • 20% 3 fragments of finish special production
    • 30% 3 fragments of finish goods production
    • 50% 5 fragments of one-up kit
Selection kits obtained from grand prize (free, silver and gold pass) and league rewards






Second reward building Vagabond Library has 3 levels.  Base level, level 2 then ascended level which decays back to level 2.  ***changed to eliminate lv1

Vagabond Library 3x2 no road required
  • 8-10% red attack and defense
  • 6-8% red defense
  • 170 - 10.500 population
  • 1.160 - 26.500 happiness
  • 460 - 75.000 coins
  • 20 guild goods
  • random production
    • 50% 3 blueprints
    • 30% 5 fragments of finish all supply productions
    • 20% 3 fragments of one-up kit
Ascended Vagabond Library decays after 10 days 3x2 no road required

  • 12-16% red attack and defense
  • 10-14% red defense
  • 170 - 10.500 population
  • 1.160 - 26.500 happiness
  • 930 - 150.000 coins
  • 40 guild goods
  • random production
    • 20% 6 blueprints
    • 30% 10 fragments of finish all supply productions
    • 50% 5 fragments of one-up kit

Obtained from the gold pass

A third reward building Harvest Hub has the same three levels.  Base lv1, lv2 and ascended upgrade that degrades to lv2.  ***changed to eliminate lv1

Harvest Hub 2x2 no road required
  • 10-15% blue attack
  • 15-20% blue defense
  • 240 - 15.000 population
  • 1.540 - 35,000 happiness
  • 460 - 75,000 coins
  • 10 goods
  • 3 fragments of finish all supply production
Ascended Harvest Hub 2x2 decays after 10 days no road required
  • 20-30% blue attack
  • 20-30% blue defense
  • 15-20% blue defense for GE
  • 240 - 15.000 population
  • 1.540 - 35,000 happiness
  • 930 - 150,000 coins
  • 20 goods
  • Random production
    • 30% 10 fragments of finish all supply production
    • 20% 6 blueprints
    • 50% 5 fragments of reno kit
Both obtained from silver pass and possibly a daily special

There will be a top 1% gold league prize that makes fragments for a golden selection kit of the main building called Bovine Gala Barnhouse 4x4 no road required

  • 25-50% red attack
  • 25% red attack QI
  • 30-59% red deffense
  • 60-84% red attack and defense
  • 2,450 - 165,000 supplies
  • 640 - 40.000 population
  • 100 goods
  • 5 random units
  • random production
    • 50% 20 fragments of Harvest Squirrel Hall Selection Kit
    • 30% 5 fragments of Bountiful Squirrel Hall Silver Uprade Kit
    • 20% 5 fragments of Regal Squirrel Hall Golden Upgrade Kit
  • Second random production
    • 40% 1 fragment of finish special production
    • 35% 3 fragments of renovation kit
    • 25% 3 fragments of one-up kit





Upgrades for existing buildings:

There is a platinum upgrade for the Autumn Vineyard.  At this point it looks like one upgrade may be available in the regular prize line and three more in the gold event pass.

Elite Jumpkin Pumkin 2x2

11-15% red attack
7-12% blue attack
14-19% blue defense
373 - 23,226 population cost
1,254 - 28,187 happiness cost

Exquisite Cider Garden 2x2 no road required
  • 6-11% red attack
  • 11-15% red defense
  • 10-14% blue attack
  • 4-6 FP
  • random production
    • 50% 6 light units from your age
    • 50% 2 light units from next age
Note: Cider Garden has been changed to provide 1 next age unit in Titan instead of rouge.  If in SASH then it's back to rogue.




Royal Shroom Throne 1x1 requires road
  • 2-4% red attack
  • 3-5% red defense
  • 6-9 goods
  • 3 fragments of elite jumpin' pumpkin

Granny's Aurora Apple Blossom 1x1 requires road
3-5% blue attack
3-5% blue defense
2-3 FP
3 fragments of exquisite cider garden

Sunflower Oil Press gets another upgrade

Pristine Sunflower Oil Press 6x4 requires road


  • 33-45% red attack
  • 37-47% red defense
  • 49-62% red attack and defense
  • 37-47% supply production
  • 405 - 25.245 population
  • 1,890 - 42,880 happiness
  • 1,800 - 291,300 coins
  • 2,700 - 61,260 supplies
  • 100 goods
  • 35 FP
  • 10 random units

Autumn Vineyard gets another upgrade



Majestic Autumn Vineyard 3x7 requires road

  • 50-60% red and blue attack
  • 348 - 21,630 population
  • 2,220 - 50,172 happiness
  • 2,880 - 191,040 supplies
  • 2,160 - 356,880 coins
  • 30-40 FP
  • 120 goods
  • 10 higher age blueprints
  • random production
    • 50% 5 fragments of shroom throne
    • 50% 5 fragments of granny aurora's apple tree
  • random production
    • 50% 3 fragments of royal shroom throne
    • 50% 3 fragments of granny aurora's apple blossom

To get you started here are the starting rush quests so people who have not completed continent map can prepare.

On this event it's actually better to not do the rush quest quickly.  The better strategy if you have the patience is to only do the quests until you are awarded a wooden spoon then stop and don't collect it.

There are two Rival Quests.  The first one in our opinion isn't worth doing but the second one is and you can prime your wooden spoons so you can complete it for free.

So on the day the Rival starts you can prime 7 free boards and then start collecting the spoon prizes from the rush quests to get more.

Rival Quest One

Rival Quest Two


Rush Quests:  Green highlighted are quests that can be prepped in advance.  There is one rush quest and two daily quests that require same age (or age below) productions.  They have been enlarged and easy to see at a glance to make this event super easy.

Quest 1:

Ms Appleton: "Pay some (8,000 - 3,517,200) coins"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 2:

Ms Appleton: "Acquire 2 sectors OR Finish a 24-hour production (?? - 13) times in a production building"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 3:

Ms Appleton: "Spend some (?? - 32) Forge Points"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 4:

Ms Appleton: "Build 2 residential buildings from your age OR Build 3 residential buildings from the previous age" and "Pay some (?? - 4,220,600) coins"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 5:

Ms Appleton: "Build 5 decorations"

Reward: Wooden Spoon 1 Wooden Spoon

Quest 6:

Ms Appleton: "Exchange 4 items in the Antiques Dealer building OR In a production building, finish a 4-hour production (?? - 26) times"

Reward: Wooden Spoon 1 Wooden Spoon

Quest 7:

Ms Appleton: "Defeat this very small army OR Solve this simple negotiation"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 8:

Ms Appleton: "Win 5 battles without losing OR Donate some (?? - 270) goods to the guild treasury" and "Buy 5 Forge Points"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 9:

Ms Appleton: "Gather some (?? - 312) goods e.g.from goods buildings or by trading OR Donate some (?? - 360) goods to the guild treasury" and "Buy 5 Forge Points"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 10:

Ms Appleton: "Pay some (?? - 45) selected[1] goods from your age OR Pay some (?? - 59) selected[2] goods from the previous age"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 11:

Ms Appleton: "In a production building, finish a 5-minute production (?? - 26) times" and "Gather some (?? - 2,400,000) coins"

Reward: Wooden Spoon 1 Wooden Spoon

Quest 12:

Ms Appleton: "Finish a 4-hour production (?? - 26) times in a production building" and "Gather some (?? - 390) goods e.g.from goods buildings or by trading"

Reward: Wooden Spoon 1 Wooden Spoon

Quest 13:

Ms Appleton: "Build 2 residential buildings from your age OR Build 3 residential buildings from the previous age" and "Pay some (?? - 2,520,000) supplies"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 14:

Ms Appleton: "Spend 400 Tavern Silver in the Friends Tavern OR Infiltrate 4 sectors" and "Pay some (?? - 3,517,200) coins"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 15:

Ms Appleton: "Gather some (?? - 312) goods e.g.from goods buildings or by trading OR Donate some (?? - 320) goods to the guild treasury" and "Make people enthusiastic"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 16:

Ms Appleton: "Build 3 residential buildings from your age OR Gather some (?? - 2,200,000) supplies"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 17:

Ms Appleton: "Finish a 4-hour production (?? - 20) times in a production building" and "Gather some (?? - 2,400,000) coins"

Reward: Wooden Spoon 1 Wooden Spoon

Quest 18:

Ms Appleton: "Gain some (?? - 40,000) happiness" and "Spend some (?? - 108) Forge Points"

Reward: Wooden Spoon 1 Wooden Spoon

Quest 19:

Ms Appleton: "Defeat this medium-sized army OR Solve this complex negotiation" and "Pay some (?? - 3,517,200) coins"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 20:

Ms Appleton: "Win (?? - 8) battles without losing OR Gain some (?? - 80,000) happiness" and "In a production building, finish a 15-minute production (?? - 20) times"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 21:

Ms Appleton: "Build 1 culture building from your age OR Build 2 culture buildings from the previous age" and "In a production building, finish a 5-minute production (?? - 18) times"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 22:

Ms Appleton: "Finish 18 productions in production buildings from your age OR Finish 20 productions in production buildings from the previous age" and "Gather some (?? - 1,100,000) supplies"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 23:

Ms Appleton: "Gather some (?? - 312) goods e.g.from goods buildings or by trading OR Donate some (?? - 320) goods to the guild treasury"

Reward: Wooden Spoon 1 Wooden Spoon

Quest 24:

Ms Appleton: "Exchange 3 items in the Antiques Dealer building OR In a production building, finish an 8-hour production (?? - 13) times" and "Spend some (?? - 43) Forge Points"

Reward: Wooden Spoon 1 Wooden Spoon

Quest 25:

Ms Appleton: "Defeat this small army OR Solve this moderate negotiation" and "Spend some (?? - 54) Forge Points"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 26:

Ms Appleton: "Collect 5 incidents OR Contribute some (?? - 135) Forge Points to Great Buildings"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 27:

Ms Appleton: "Build 3 residential buildings from your age OR Gather some (?? - 2,200,000) supplies"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 28:

Ms Appleton: "Gather some (?? - 352) goods e.g.from goods buildings or by trading OR Donate some (?? - 450) goods to the guild treasury" and "In a production building, finish a 15-minute production (?? - 20) times"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 29:

Ms Appleton: "Collect 3 incidents OR Exchange 2 items in the Antiques Dealer building" and "Gain some (?? - 40,000) happiness"

Reward: Wooden Spoon 1 Wooden Spoon

Quest 30:

Ms Appleton: "Defeat some (?? - 75) units OR Solve this complex negotiation"

Reward: Wooden Spoon 1 Wooden Spoon

Quest 31:

Ms Appleton: "Activate 2 boosts in the Friends Tavern OR Win (?? - 11) battles" and "Pay some (?? - 1,680,000) supplies"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 32:

Ms Appleton: "In a production building, finish an 8-hour production (?? - 16) times" and "Gather some (?? - 390) goods e.g.from goods buildings or by trading"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 33:

Ms Appleton: "Build 1 production building from your age OR Build 2 production buildings from the previous age" and "Gain some (?? - 40,000) happiness"

Reward: Sacks of Flour 10 Sacks of Flour

Quest 34:

Ms Appleton: "Visit 20 Friends Taverns OR Motivate or polish 50 buildings of other players" and "Spend some (?? - 81) Forge Points"

Reward: Sacks of Flour 10 Sacks of Flour and a Portrait 603 Portrait of Pie Pete

Quest 35:

Ms Appleton: "Finish an 8-hour production (?? - 16) times in a production building" and "Gather some (?? - 2,200,000) supplies"

Reward: Wooden Spoon 1 Wooden Spoon


Daily Quests:

Quest 36 (21Sep):

Guoliang: "Gather some (?? - 1,980,000) supplies" and "Gather some (?? - 2,400,000) coins"

Reward: Wooden Spoon 1 Wooden Spoon

Quest 37 (22Sep):

Guoliang: "Visit 20 Friends Taverns OR Motivate or polish 50 buildings of other players" and "Gain some (?? - 21,000) population"

Reward: Sacks of Flour 20 Sacks of Flour

Quest 38 (23Sep):

Guoliang: "Build 3 residential buildings from your age OR Build 4 residential buildings from the previous age" and "Spend some (?? - 54) Forge Points"

Reward: Sacks of Flour 20 Sacks of Flour

Quest 39 (24Sep):

Guoliang: "Defeat this small army OR Solve this moderate negotiation" and "In a production building, finish a 15-minute production (?? - 20) times"

Reward: Wooden Spoon 1 Wooden Spoon

Quest 40 (25Sep):

Guoliang: "Build 1 production building from your age OR Build 2 production buildings from the previous age" and "Pay some (?? - 2,520,000) supplies"

Reward: Sacks of Flour 20 Sacks of Flour

Quest 41 (26Sep):

Guoliang: "Have the first difficulty in the Guild Expedition solved OR Defeat this large army"

Reward: Sacks of Flour 20 Sacks of Flour

Quest 42 (27Sep):

Guoliang: "Spend some (?? - 65) Forge Points" and "Gather some (?? - 2,400,000) coins"

Reward: Wooden Spoon 1 Wooden Spoon

Quest 43 (28Sep):

Guoliang: "Build 1 goods building from your age OR Gather some (?? - 520) goods, e.g. from goods buildings or by trading" and "In a production building, finish a 15-minute production (?? - 20) times"

Reward: Sacks of Flour 20 Sacks of Flour

Quest 44 (29Sep):

Guoliang: "Acquire 4 sectors OR Solve this complex negotiation" and "Pay some (?? - 1,680,000) supplies"

Reward: Sacks of Flour 20 Sacks of Flour

Quest 45 (30Sep):

Guoliang: "In a production building, finish a 1-hour production (?? - 26) times" and "Make people enthusiastic"

Reward: Wooden Spoon 1 Wooden Spoon

Quest 46 (01Oct):

Guoliang: "Defeat this medium-sized army OR Solve this complex negotiation"

Reward: Sacks of Flour 20 Sacks of Flour

Quest 47 (02Oct):

Guoliang: "Exchange 2 items in the Antiques Dealer building OR Defeat this small army" and "Build 5 decorations from your age OR Build 6 decorations from the previous age"

Reward: Sacks of Flour 20 Sacks of Flour

Quest 48 (03Oct):

Guoliang: "Win (?? - 8) battles without losing OR Gain some (?? - 80,000) happiness" and "Finish an 8-hour production (?? - 13) times in a production building"

Reward: Wooden Spoon 1 Wooden Spoon

Quest 49 (04Oct):

Guoliang: "Collect 750 Tavern Silver OR Win (?? - 8) battles without losing" and "Gather some (?? - 1,600,000) coins"

Reward: Sacks of Flour 20 Sacks of Flour

Quest 50 (05Oct):

Guoliang: "Finish 10 productions in production buildings from your age OR Finish 12 productions in production buildings from the previous age" and "Gather some (?? - 312) goods, e.g. from goods buildings or by trading"

Reward: Sacks of Flour 20 Sacks of Flour

Quest 51 (06Oct):

Guoliang: "Collect 3 incidents OR Infiltrate 2 sectors" and "Pay some (?? - 2,688,000) supplies"

Reward: Wooden Spoon 1 Wooden Spoon

Quest 52 (07Oct):

Guoliang: "Gather some (?? - 468) goods, e.g. from goods buildings or by trading OR Donate some (?? - 400) goods to the guild treasury" and "Spend some (?? - 81) Forge Points"

Reward: Sacks of Flour 20 Sacks of Flour

Quest 53 (08Oct):

Guoliang: "Acquire 3 sectors OR Defeat some (?? - 100) units"

Reward: Sacks of Flour 20 Sacks of Flour

Quest 54 (09Oct):

Guoliang: "Build 1 culture building from your age OR Build 2 culture buildings from the previous age" and "In a production building, finish a 1-hour production (?? - 14) times"

Reward: Wooden Spoon 1 Wooden Spoon

Quest 55 (10Oct):

Guoliang: "Activate 2 boosts in the Friends Tavern OR Win (?? - 7) battles without losing" and "Pay some (?? - 8,793,000) coins"

Reward: Sacks of Flour 20 Sacks of Flour

Quest 56 (11Oct):

Guoliang: "Finish 10 productions in production buildings from your age OR Finish 12 productions in production buildings from the previous age" and "Gather some (?? - 260) goods, e.g. from goods buildings or by trading"

Reward: Sacks of Flour 20 Sacks of Flour and a Portrait 604 Portrait of Doughnat Donna



Daily prizes (not in correct order):



No Icon Name Confirmed

Day 01 500% Att for Att. GBG, 30 min

Day 02 500% Def for Att. GBG, 30 min

Day 03 Archdruid Trees Selection Kit

Day 04 Ascended Earth's Eden Upgrade Kit

Day 05 Ascended Green Guardians Market Upgrade Kit

Day 06 Autumn Vineyard Selection Kit

Day 07 Donkey Enclosure

Day 08 Druid Hut Selection Kit

Day 09 Epic Fall 2024 Selection Kit

Day 10 Epic Soccer 2023 Selection Kit

Day 11 Feta Farm

Day 12 Finish Special Production

Day 13 Golden Goal Gyros

Day 14 Harvest Farm Selection Kit

Day 15 Harvest Hub

Day 16 Knights Pavilion

Day 17 One Up Kit

Day 18 Stage of Ages

Day 19 Sunflower Oil Press Selection Kit

Day 20 Vagabond Library

Day 21 Vibrant Autumn Vineyard Golden Upgrade Kit

Day 22 Vibrant Sunflower Oil Press Golden Upgrade Kit

??? 100% Att for Att. QI, 30 min

??? 100% Att for Att. QI, 30 min

??? Store Building

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Thursday, August 1, 2024

SASH inflation is real

 


I don't want to hear about Covid or supply chain issues.  Inflation has come to FoE and now techs in SASH cost 5 times what Titan techs cost (roughly).  

The first Titan tech was 700 FP to make the comparison easy.

I'd also recommend collecting special goods.  That means working the excavation sites but not making SAT goods in your moon colony.  This is good strategy for all space ages so you don't have to have synthesizers in your city when you age up.



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Spreadsheet with all buildings and GB's in the game as of August 1, 2024

Link to spreadsheet here

If you want to skip the blah, blah just click the link to get the spread sheet.

New from last post is 

Glimmdrake Tower lv1
Glimmdrake Tower lv2
The Neo King lv1
The Neo King lv2
The Neo Queen lv1
The Neo Queen lv2

These are the new GbG towers and new QI reward buildings.  These are found at the bottom of the first spread sheet and will remain there until they are on live server.  It's just easier to make changes if they do change between Beta and Live.  Sometimes, as you know Inno changes things AFTER they go live and that's much larger pain in the butt.  

We've also added columns to the right of sort tables that have been requested.

Ok why does this exist?  The answer is simple.  It's too freaking hard to keep track of all these new event buildings and then the buildings that the new ones make and the upgrades to the old buildings.  How do you know what's good anymore?

Well why not get all the information from Inno directly?  Well good question.  Just for fun try to find accurate information on the Summer Event 2024.  To save you some time here is their official linkhttps://support.innogames.com/kb/ForgeOfEmpires/en_DK/3690/Summer-Event-2024-Rewards

Nice cat but I want accurate actionable information and that isn't it.  What about the Wiki?  Well the unpaid volunteers are doing the lord's work for free but it takes a lot to keep up a wiki and they have fallen way behind.  No shade on the people there but it's not what it used to be.  Again, they're unpaid volunteers and no shade on them at all.  

Didn't Mooningcat have a spreadsheet?  Yes he does and it's very pretty.  It also gives you information to make it easier to compare buildings in different ages so it makes it easy to see what you should or shouldn't age up.  It's also very much out of date.  There are also key elements missing like the specialty stats of attack for GE for example.  Again no shade on him he does great work and has a life.  I'm hoping he's enjoying that life but we still need information so thus this spreadsheet exists.

So what is it?  It's every event building and GB in the game.  Well mostly.  I'm sure some older buildings were missed and I didn't include the oracle GB.  If that's important to you you can download the spreadsheet and edit it however you want.

There are two spreadsheets.

The first is all the buildings listed alphabetically to make them easy to find if you just want information on it.  You can also use the search function.

The second is sorted to try to provide objective value per tile.  More on this later.

The goal is to make it easier to decide on what to place or remove from your city.  All buildings are assumed to be aided/buffed and in Titan Age.

Ok so the first spread sheet lists the building, the level, does it require a road, size/shape, total tiles including roads, red attack, red attack for GE, red attack for GbG, red attack for QI, red attack def, red attack def for GE, red attack def for GbG, red attack def for QI, all the blue stats for the same things, then FP, Goods, (value of building per tile), population it gives or needs and happiness it gives or needs.

So let's go through all that.

Building name is straight forward

Level is the max level you can build without a special upgrade.  So for example Airship has a max 11 levels so we're showing the stats for that level.

Aegean resort has 9 levels so we show that.  The Aegean Couples Resort is the 10th level but you need a special upgrade for that level so they are listed separately.  If a building at max level makes it's own silver level upgrade which in turn makes it's own golden level upgrade then only the golden level will be listed like the Majestic Winter Wonderland Pyramid.  Why?  Because what's the point of listing the level 7 and having a million lines on this spreadsheet.  If you have lv10 then you'll get lv 12 eventually so just compare that.

The other reason level was included was so you can look at your inventory and see if you have enough selection kits to make a fully-leveled building without having to then search the building to see how many levels it needs.

The GB's listed are mostly lv100 but where information was not available for lv100 like the Capitol I listed the level used.

Size is simply there to make it easier to plan what to remove or place without looking up the shape of a building.

Total Tiles this number is all the tiles to place the building plus the road connection assuming you are very efficient and have buildings on both sides of the road.  So an Apex Grove Sanctuary is 4x6=24 tiles.  Assuming a road runs on the shortest side touching the 4 tiles then you add 2 roads to that giving 26 tiles including roads.  If you organize your city using steps instead of straight lines then it may only be 1 road terminating on your building so it's even more efficient.

Fight boosts:

Very straight forward.  Some buildings give normal red attack or red attack defense.  Some give additional bonuses in GE or GbG or QI so they're all listed here for red and blue stats.  More on this when discussing the second spreadsheet.

FP factors in the variable amount some buildings give in packs.  So if it gives 50% chance of small pack, 30% chance of medium pack and 20% chance of large pack that 4.5 FP/day added to whatever it gives normally.  

Goods is all goods of any age not including guild goods.

Value is what the second spreadsheet is sorted by.  It takes the situational boosts of GE and GbG combined and divided by half then divided by total tiles including roads as one value.  Then it takes all the other red and blue boosts not included in the situational value, combines them with FP and goods and divides all that by total tiles including roads.  Then combines those two numbers to give the total value of that building per tile including roads.

What's not included?  Coin, supply, population, happiness, special production like one up kits etc., selection kits and fragments, special boosts like the forgotten temple 20% FP boost.  Some GB's like ToR give rewards that are more difficult to quantify.  Sure you can take SC, HC, ToR for example and average out how many FP's and goods you'll get but what about the other stuff?  How do you quantify The Arc?

Is it perfect?  Hell no.  But it doesn't ignore the situational values of a Earth's Eden for example.  Why include the QI bonus with the regular fight boosts as it is also situational?  QI boost are far more scarce than any of the other fight boosts.  In order to accurately reflect the value of QI boost when determining what to place in your city you would have to multiply that number by a factor of your choosing.  Really if someone values QI boost then the overall building value won't matter as it will be placed anyways.

Same applies for coin and supply.  If someone is camping for a long time these rewards are a non-factor with some exceptions.  A player in Iron Age with a Hydra will by dying for coins.  A player aging up from Progressive to Future will need a lot of supplies.  These situational needs are not the norm for most players and if you find yourself in this situation then just use the top spreadsheet and evaluate for yourself what's important.  In fact that's good advice for all players.  Use the raw data and make your own value column.  If for example you want to create a value that doesn't include blue stats at all and gives FP 4x the value of goods you can do that.

Lastly population and happiness have been excluded from the total value column for a very simple reason.  How would you put a number on it?  Future editions of this spreadsheet will most likely include population if not both because of all the buildings that demand population.  You will see players looking at a cluster of buildings instead of just one at a time when deciding what to place.  So if one building gives 45k population and two others combined cost 45k population then consider the three buildings as a cluster.  Anyways for now the data is there so you can use it if you want to see how to get population up by adding or removing certain buildings.

Last columns are population, happiness and building name or important note about that building instead like the Eco Sanctum gives 3% FP bonus.

The second spreadsheet is exactly like the first but it now has all the buildings sorted by the "value" described above.

The purpose of this second sheet is to help people who agree with the value column criteria easily see what's good or not good.  So you can decide what daily special to go for in an event.  Or you can look at the new event buildings and decide what is and it's worth spending diamonds on.  You can download the sheet and just highlight what you have in your city so see what's the first to go when you remodel again or what do you have in inventory that's better than what's already in your city.

We're all going to value things differently so we don't have to debate what I find valuable compared to what you do.

Lastly, the numbers will change by age so if you're in a lower age than Titan or you're looking at this when you're in SASH the numbers will be different but the objective comparison is still valid.  So when comparing an Eagle Mountain and lv10 druid temple you can still rate the Eagle Mountain higher.

For anyone that has gotten this far thanks for reading.  We'll continue updating this spreadsheet with new buildings or new values when things change like when GB's get updated.  We will not be updating all the values to SASH when it comes out.  

We will be adding all the new buildings and maybe just the top 25-50 non-new buildings going forward.

It's a lot of work and this information will still be available on the site if you want to compare older event buildings.

Thank you and happy forging.


Edited to add:

Finish special production requires 30 fragments.

An Eco Sanctum has a 9.23 value as it gives 145 FP and 215 goods.  We can start factoring in what fragments of selection kits provide as a value and this all gets messy very quickly so here’s what we’re doing at FoEAddicts. 

We are going to start awarding points for finish special production fragments as ignoring that in a value chart makes the chart less accurate.

So if 30 fragments of finish special production can be awarded 9.23 points then one fragment is worth 0.3077 points.

So a jester stage gives three fragments and is awarded 0.9231 points on the chart.


Fragments for mass self aid are more valuable but their value ends at 30 which is what you need for daily use.  So while we considered adding a value in a manor similar to FSP we decided against it as it's purely situational.  

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Monday, July 29, 2024

Care Event Rival Quest 1 starting July 30, 2024 and Rival 2 starting August 6, 2024

 Strategy is simple.

On July 29 when you open your last board don't play it at all.  When Rival starts you will need to use a lot of event currency so having that one extra board will make a big difference.

Rival 1

Quests:

1 free 2 locked lv4 pieces 

2 win 10 battles without losing

3 free 2 locked leaf pieces

4 finish 5 -1hr productions of any age

5 free 2 locked algae pieces

6 complete 6 encounters by negotiation

7 free 2 locked ladybug pieces

8 finish 5-1hr productions OF YOUR AGE

9 free 3 locked lv3 pieces

10 win 15 battles without losing

11 free 3 locked ladybug pieces

12 finish 10-4hr productions of any age

13 free 3 locked leaf pieces

14 complete 8 encounters by negotiating

15 free 3 locked algae pieces

16 finish 10-4hr productions OF YOUR AGE

17 free 5 locked lv2 pieces

18 win 20 battles without losing

19 free 5 locked algae pieces AND gain 2 algae keys

20 finish 15-8hr productions

21 free 5 locked ladybug pieces AND gain 2 ladybug keys

22 complete 10 encounters by negotiating

23 free 5 locked leaf pieces AND gain 2 leaf keys

24 finish 15-8hr productions OF YOUR AGE

25 free 7 locked lv1 pieces

26 win 25 battles without losing

27 free 7 locked leaf pieces AND gain 6 leaf pieces

28 finish 20-24hr productions

29 free 7 locked leaf pieces AND gain 6 algae keys

30 complete 16 encounters by negotiating

31 free 7 locked ladybug pieces AND gain 6 ladybug keys

32 finish 20-24hr productions OF YOUR AGE this gives 125 fragments of Orchard of Orange Dreams

I don't know about you but the first Rival is very underwhelming.

Rival 2 though is better.


Rival 2 August 6, 2024

Quests:

1 pay 200 goods AND spend 100 FP on a GB

2 free 2 locked ladybug pieces AND gain 2 ladybug keys

3 win 15 battles without losing AND recruit 10 units from your age

4 free 2 locked lv 4 pieces AND finish 5-8hr productions of any age

5 free 2 locked leaf pieces AND gain 2 leaf keys

6 complete 8 encounters by negotiating AND buy 3 FP

7 free 2 locked algae pieces AND gain 2 algae keys

8 free 2 locked lv4 pieces AND finish 10-8hr productions OF YOUR AGE

9 spend 200 FP on GB AND recruit 20 units from your age

10 free 4 locked algae pieces AND gain 2 algae keys

11 win 20 battles without losing AND pay 400 goods

12 free 4 locked lv3 pieces AND finish 15-8hr productions of any age

13 free 4 locked ladybug pieces AND gain 2 ladybug keys

14 complete 10 encounters by negotiating AND buy 5 FP

15 free 4 locked leaf pieces AND gain 2 leaf keys

16 free 4 locked lv3 pieces AND finish 20-8hr productions OF YOUR AGE

17 buy 5 FP AND recruit 40 units of your age

18 free 6 locked leaf pieces AND gain 6 algae keys

19 win 25 battles without losing AND spend 300 FP on a GB

20 free 6 locked lv2 pieces AND 25 8hr productions of any age

21 free 6 locked algae pieces AND gain 6 ladybug keys

22 complete 14 encounters by negotiating AND pay 600 goods

23 free 6 locked ladybug pieces AND gain 6 leaf keys

24 free 6 locked ladybug pieces AND finish 30-8hr productions OF YOUR AGE

25 pay 800 goods AND buy 10 FP

26 free 8 locked ladybug pieces AND gain 12 algae keys

27 win 30 battles without losing AND recruit 50 units from your age

28 free 8 locked lv1 pieces AND finish 35-24hr productions of any age

29 free 8 locked lv1 pieces AND gain 12 ladybug keys

30 complete 18 encounters by negotiation AND spend 400 FP on a GB

31 free 8 locked algae pieces AND gain 12 leaf pieces

32 free 8 locked lv1 pieces AND finish 40-24hr productions OF YOUR AGE gives 250 fragments of Orchard of Orange Dreams and an event building that makes selection kits for Aegean Resort.  That's the real prize of this rival quest.

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Wednesday, July 24, 2024

Fall Event Rival Questline 1


 There will be two Rivals in this event.  Here is the first one.

1 use wooden spoon

2 pop 10 orange deserts or red deserts in level AND complete 6 encounters by negotiating

3 use 1 fork AND 1hr productions 18 times

4 collect 2 orange or red jars with 2 stars AND defeat 15 units

5 use 1 spatula booster AND buy 5 FP

6 pop 10 white or green AND win 10 battles

7 collect 3 white or green jars with 3 stars AND spend 100 FP

8 collect to cups

9 spend 1 wooden spoon AND solve moderate negotiation

10 pop 10 green or orange

11 use 2 forks

12 collect 4 green or orange jars with 4 stars AND buy 10 FP

13 use 1 rolling pin AND negotiate 8 encounters

14 pop 15 orange or red AND spend 200 FP

15 collect 3 cups

16 collect 2 orange or red jars with 5 star

17 spend 2 wooden spoons

18 pop 20 white or green AND win 15 battles without losing

19 use 3 fork AND negotiate 10 encounters

20 collect 4 cups AND defeat 22 units AND solve complex negotiation

21 use 1 spatula AND finish 8hr production of any age 15 times

22 pop 20 green or orange  AND buy 20 FP

23 collect 3 whit or green jars with 5 stars AND solve complex negotiation

24 collect 5 fall cups AND spend 300 FP this gets you the Ascendant harvest hub upgrade

25 spend 2 wooden spoons AND win 20 battles without losing

26 pop 25 orange or red AND negotiate 16

27 use fork 4 times AND 24hr productions of any age 25 times

28 3 green or orange jars with 6 stars AND buy 25 FP

29 use 1 rolling pin AND solve very complex negotiation

30 pop 30 white or green AND spend 400 FP get improved orchard bliss selection kit which gives choice of Exquisite Cider Garden or Granny Aurora’s Apple Blossom.  Get the Granny because it makes fragments for the exquisite cider garden.

31 collect 6 fall cups AND defeat very large army to get a harvest hub

32 when moves run out in a level use extra moves 2 times AND win 25 battles without losing.  Get an ascended Harvest Hub Upgrade Kit

For completing the Rival you get Pristine Sunflower Oil Press Platinum Upgrade kit.




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Are you in a good guild?

 



Ask anyone you know playing this game and almost all will say yes.  Then ask why and the answers will vary greatly.  Some will say how well their guild does in competitions like GbG championships.  Some will say the people and the relationships they have with them is what makes their guild good. 

Also a lot of players are in the same guild they started out with as a brand new player and wear that as a badge of honor.  I don’t see it that way.  I think it’s good to move around as needs change.  That doesn’t mean you were in a bad guild or moving to a good guild it just means it’s time for a change. 

The conclusion I’ve come to is there’s no such thing as a good or bad guild but rather what’s good or bad for you.  Sound simple but it really isn’t.

When we start playing this game for the first time we are all babes in the woods.  We don’t even know the right questions to ask.  This game has a bad tutorial system and requires players to either learn on their own or be mentored, usually in guilds.  As a player develops their play style may change along with their needs.  That beginner player six months later is killing it on QI or GbG and looking around at all his friends in the guild wondering why they have zeroes beside their name on the scoreboard.  Conversely there will be people in highly competitive guilds wondering why they bother doing 8-10k fights a GbG season. 

With the game changing by rewarding players for guild achievements instead of just individual achievements the contrast in play styles is even starker.  A competitive social guild is on the endangered species list.  Let me explain.

A social guild is one that is welcoming to brand new members and consists mostly of farmers content to collect city, maybe dabble in GE, GbG, QI but mostly socialize and form bonds with like-minded players.  In terms of raw numbers social guilds dominate FoE and they’re needed.

Competitive social guilds are ones where they may have 10-20 very active members and an equal or greater number of farmers all living in harmony as it has been for about a decade.  The guilds are competitive but that is mainly due to a small number of hard core players within the guild and not by the guild as a whole.

Highly competitive guilds are ones with strictly enforced guild lines of what it take to remain a guild member as they try to compete against the other hard core guilds to win championships.

As the game has shifted rewards to being guild based instead of individual based we have seen the formation of super-guilds.  These are guilds that were once competitive social guilds absorbing a similar guild, taking their best hard core players and shedding their own farmers until the guild is full of hard core players only.

The only competition for these super-guilds is the other super-guilds on the server or player world.  The competitive social guilds are road kill.  So what happens is the competitive social guilds start a GbG season for example hoping to not have any super-guilds or maybe only one so they can try for second place or fight from base to win third.  The 10-20 hard core players start looking around and realizing that fighting for guild goals feels awful lonely when half or more than half their guild is there for social reasons.  So they leave to join the super-guilds where they can play with like-minded players.

The social players in the competitive social guilds also look around and wonder why am I getting all these messages about doing more in GbG?  And they’re right.  We all play FoE for our own reasons.  If an officer in a super-guild is trying to micromanage your city or tell you what to do then leave.  If you’re in a social guild and they are trying to be more competitive by making you play QI and you hate it then leave.  There’s enough stress in life as is you don’t need it in this game.

The simple solution is people need to find guilds with like-minded players regardless of where that is on the social/competitive spectrum.  Also as stated above player needs and play styles will change over time so you may be a farmer when you start, become a hard-core player for a time, then transition to a Yoda type been there, done that sage advice giver in a social guild later on.  Those three stages are nearly impossible to happen cohesively in one guild.

The moral of the story is understand who you are as a player and what you want from a guild then find the right one if you’re not already in it.  And do this before you either resent people for not contributing more or resent people for asking you to do stuff you don’t want to do.  It’s not a marriage.  It’s not the Harry Potter unbreakable vow.  Move around and find what you’re looking for or pop back in a month or two if you don’t find what you need.

Lastly and I see this all the time.  Guilds welcome new players with open arms yet tend to be resentful of players when they leave.  It’s like they internalize the rejection.  When players join your guild they do so because they have unmet needs from their previous guild.  When players leave they do so for the same reason.  There are no good or bad guilds but rather just good or bad for you.

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Spreadsheet with all buildings and GB's in the game up to and including Fall Event on Beta


 Link to spreadsheet here

If you want to skip the blah, blah just click the link to get the spread sheet.

Ok why does this exist?  The answer is simple.  It's too freaking hard to keep track of all these new event buildings and then the buildings that the new ones make and the upgrades to the old buildings.  How do you know what's good anymore?

Well why not get all the information from Inno directly?  Well good question.  Just for fun try to find accurate information on the Summer Event 2024.  To save you some time here is their official linkhttps://support.innogames.com/kb/ForgeOfEmpires/en_DK/3690/Summer-Event-2024-Rewards

Nice cat but I want accurate actionable information and that isn't it.  What about the Wiki?  Well the unpaid volunteers are doing the lord's work for free but it takes a lot to keep up a wiki and they have fallen way behind.  No shade on the people there but it's not what it used to be.  Again, they're unpaid volunteers and no shade on them at all.  

Didn't Mooningcat have a spreadsheet?  Yes he does and it's very pretty.  It also gives you information to make it easier to compare buildings in different ages so it makes it easy to see what you should or shouldn't age up.  It's also very much out of date.  There are also key elements missing like the specialty stats of attack for GE for example.  Again no shade on him he does great work and has a life.  I'm hoping he's enjoying that life but we still need information so thus this spreadsheet exists.

So what is it?  It's every event building and GB in the game.  Well mostly.  I'm sure some older buildings were missed and I didn't include the oracle GB.  If that's important to you you can download the spreadsheet and edit it however you want.

There are two spreadsheets.

The first is all the buildings listed alphabetically to make them easy to find if you just want information on it.  You can also use the search function.

The second is sorted to try to provide objective value per tile.  More on this later.

The goal is to make it easier to decide on what to place or remove from your city.  All buildings are assumed to be aided/buffed and in Titan Age.

Ok so the first spread sheet lists the building, the level, does it require a road, size/shape, total tiles including roads, red attack, red attack for GE, red attack for GbG, red attack for QI, red attack def, red attack def for GE, red attack def for GbG, red attack def for QI, all the blue stats for the same things, then FP, Goods, (value of building per tile), population it gives or needs and happiness it gives or needs.

So let's go through all that.

Building name is straight forward

Level is the max level you can build without a special upgrade.  So for example Airship has a max 11 levels so we're showing the stats for that level.

Aegean resort has 9 levels so we show that.  The Aegean Couples Resort is the 10th level but you need a special upgrade for that level so they are listed separately.  If a building at max level makes it's own silver level upgrade which in turn makes it's own golden level upgrade then only the golden level will be listed like the Majestic Winter Wonderland Pyramid.  Why?  Because what's the point of listing the level 7 and having a million lines on this spreadsheet.  If you have lv10 then you'll get lv 12 eventually so just compare that.

The other reason level was included was so you can look at your inventory and see if you have enough selection kits to make a fully-leveled building without having to then search the building to see how many levels it needs.

The GB's listed are mostly lv100 but where information was not available for lv100 like the Capitol I listed the level used.

Size is simply there to make it easier to plan what to remove or place without looking up the shape of a building.

Total Tiles this number is all the tiles to place the building plus the road connection assuming you are very efficient and have buildings on both sides of the road.  So an Apex Grove Sanctuary is 4x6=24 tiles.  Assuming a road runs on the shortest side touching the 4 tiles then you add 2 roads to that giving 26 tiles including roads.  If you organize your city using steps instead of straight lines then it may only be 1 road terminating on your building so it's even more efficient.

Fight boosts:

Very straight forward.  Some buildings give normal red attack or red attack defense.  Some give additional bonuses in GE or GbG or QI so they're all listed here for red and blue stats.  More on this when discussing the second spreadsheet.

FP factors in the variable amount some buildings give in packs.  So if it gives 50% chance of small pack, 30% chance of medium pack and 20% chance of large pack that 4.5 FP/day added to whatever it gives normally.  

Goods is all goods of any age not including guild goods.

Value is what the second spreadsheet is sorted by.  It takes the situational boosts of GE and GbG combined and divided by half then divided by total tiles including roads as one value.  Then it takes all the other red and blue boosts not included in the situational value, combines them with FP and goods and divides all that by total tiles including roads.  Then combines those two numbers to give the total value of that building per tile including roads.

What's not included?  Coin, supply, population, happiness, special production like one up kits etc., selection kits and fragments, special boosts like the forgotten temple 20% FP boost.  Some GB's like ToR give rewards that are more difficult to quantify.  Sure you can take SC, HC, ToR for example and average out how many FP's and goods you'll get but what about the other stuff?  How do you quantify The Arc?

Is it perfect?  Hell no.  But it doesn't ignore the situational values of a Earth's Eden for example.  Why include the QI bonus with the regular fight boosts as it is also situational?  QI boost are far more scarce than any of the other fight boosts.  In order to accurately reflect the value of QI boost when determining what to place in your city you would have to multiply that number by a factor of your choosing.  Really if someone values QI boost then the overall building value won't matter as it will be placed anyways.

Same applies for coin and supply.  If someone is camping for a long time these rewards are a non-factor with some exceptions.  A player in Iron Age with a Hydra will by dying for coins.  A player aging up from Progressive to Future will need a lot of supplies.  These situational needs are not the norm for most players and if you find yourself in this situation then just use the top spreadsheet and evaluate for yourself what's important.  In fact that's good advice for all players.  Use the raw data and make your own value column.  If for example you want to create a value that doesn't include blue stats at all and gives FP 4x the value of goods you can do that.

Lastly population and happiness have been excluded from the total value column for a very simple reason.  How would you put a number on it?  Future editions of this spreadsheet will most likely include population if not both because of all the buildings that demand population.  You will see players looking at a cluster of buildings instead of just one at a time when deciding what to place.  So if one building gives 45k population and two others combined cost 45k population then consider the three buildings as a cluster.  Anyways for now the data is there so you can use it if you want to see how to get population up by adding or removing certain buildings.

Last columns are population, happiness and building name or important note about that building instead like the Eco Sanctum gives 3% FP bonus.

The second spreadsheet is exactly like the first but it now has all the buildings sorted by the "value" described above.

The purpose of this second sheet is to help people who agree with the value column criteria easily see what's good or not good.  So you can decide what daily special to go for in an event.  Or you can look at the new event buildings and decide what is and it's worth spending diamonds on.  You can download the sheet and just highlight what you have in your city so see what's the first to go when you remodel again or what do you have in inventory that's better than what's already in your city.

We're all going to value things differently so we don't have to debate what I find valuable compared to what you do.

Lastly, the numbers will change by age so if you're in a lower age than Titan or you're looking at this when you're in SASH the numbers will be different but the objective comparison is still valid.  So when comparing an Eagle Mountain and lv10 druid temple you can still rate the Eagle Mountain higher.

For anyone that has gotten this far thanks for reading.  We'll continue updating this spreadsheet with new buildings or new values when things change like when GB's get updated.  We will not be updating all the values to SASH when it comes out.  

We will be adding all the new buildings and maybe just the top 25-50 non-new buildings going forward.

It's a lot of work and this information will still be available on the site if you want to compare older event buildings.

Thank you and happy forging.


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QI advanced settlement guide WIP will be updating 2x a day until QI season is over.

 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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