//]]>

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

Saturday, October 5, 2024

The Quantum Incursions update and the 4th Championship


 

The entire announcement can be found here but we'll copy/paste below as Inno can at times remove announcements.

So what's changing?

-rewards will be more streamlined so we'll get selection kits instead of lv1 and upgrades.  That's always a positive

-as reported here previously Neo Colossus is getting a platinum (lv 11) which can only be obtained in end of season guild rewards (not individual rewards).  So good players in casual guilds will drift to more competitive guilds.  

-guild rewards will be paid-out per season instead of per championship.  Some rewards like FP have increased but the better rewards (Qmedals) have decreased.  In our view this is a net negative.  For some of us the 12k FP for winning all 6 seasons in a championship is less than 2 days FP collections in our city.  It's nice but not needed.  The Qmedals used for city expansions is scarce and the overall amount will be reduced.  We'll have to wait and see if the silver and gold Qpass will make up for the difference.

-The way we play QI will fundamentally change.  Each day will be represented by a difficulty and we will automatically advance to the next difficulty at reset.  So let's talk about what that means.  We'll be using the boss nodes to make it simple.  All the details are below in the copy/paste.

Difficulty one boss node strength multiplier 30%

difficulty 2 -40

difficulty 3-50 and continues to pus 10% until difficulty 8 which is 110%

difficulty 9 - 200

difficulty 10 - 250

difficulty 11 and 12 - 375%

As you know this is a game of have and have nots.  The people who have QI boosts in their cities can breeze through lv 8 without adding decorations to their settlement.  The people who don't have QI boosts in their city will burn through troops and stop around difficulty 3 and switch to a support/donation role.

Look at the composition of the guild you are currently in.  Do you have a tiny amount of fighters and a whole bunch of people waiting for donation nodes to open?  Well this problem is about to get worse.

Casual guilds will no longer be able to farm the lower levels over the course of the QI because it will automatically advance in difficulty at reset.  It doesn't matter if you clear the boss nodes or not.

-The other major change is how quantum actions are purchased.

Right now we use shards to purchase actions.  If we don't have enough shards we can spend diamonds to buy shards which then buy actions.  The cost of the shards goes up with every purchase but it resets the next day.  The cost was capped at 4 purchases/day.

With the new championship the cap will be removed so every purchase made during the season will increase in cost and will only reset at the start of the next season.  What that means is the casual players will have more opportunities to hit nodes early in the QI because top players can't just buy more actions and spam the board.

If the bosses are cleared then farming nodes will be available but it won't move to the next difficulty until reset.  So this change might help the casuals for the first day or two but here comes the net negative of this change.

The top QI fighters which every guild leans on to clear the fighting nodes so other can just give donations will not be able to do the volume fighting they are currently doing.

So that means all the casuals who enjoy guild rewards thanks to the top QI players will now be counted on to build fighting settlements and not just donation settlements.  I'm sure some guilds will just accept dropping in the rankings but others will not meaning there will be more player drift.

Super guilds will recruit top players from competitive guilds.

Competitive guilds will try to merge with other competitive guilds so they can compete with super guilds.

Casual players in those competitive guilds will be booted to make room for more competitive players.

Casual guilds (which make up the majority of total guilds) will lose their best players and absorb players from competitive guilds who no longer tolerate them.

End of the day the disparity of have and have nots will increase not decrease which is contrary to the stated goals that prompted the change in QI.


The above picture is what it looks like when the boss nodes are cleared.  You'll notice a red fight, blue fight and donation node that can be farmed.

Here is the copy/paste of the announcement as promised.....


he Quantum Incursions update and the 4th Championship

The 4th Quantum Incursions Championship starts on October 10th!

With this Championship, we're excited to introduce new Incursion maps, the new Neo Colossus level, as well as changes to the QI gameplay and rewards.

We've prepared this detailed post to explain the changes and our reasoning behind them. Dive in!

Reasoning and goals

To ensure the QI's seamless integration into the game and perfect the balancing, we continuously observe player behavior, analyze data, and read feedback . The following changes come as a result of this analysis. While the bulk of the changes happens during the BETA testing phase, we sometimes lack data needed to understand the full impact of the feature due to small player population, the lack of active Guilds, and lower activity rates on BETA.

As we see more players playing QI in different ways Championship after Championship on our LIVE servers, we understand QI's impact in a more profound and detailed way and can make informed decisions on how to further perfect the feature and its balancing for our players. We firmly believe that balancing changes allow us to support a healthy game economy and, therefore, ensure Forge of Empires continues to bring joy to our players for years to come.

To shape QI efficiently and yet in sync with its natural cycle, we adjust both the balancing and more structural aspects of the feature with every Championship. You've seen those changes before, and they will likely come again, as the game develops further and new data arrives.

In time for the 4th Championship, we prepared changes that aim to address the following tendencies we found after carefully analyzing the data from the LIVE servers:

  • Instead of promoting the collaborative playstyle as intended, QI has facilitated internal competition between Guild members, especially on lower difficulties.
  • The manual difficulty change made it possible for some difficulties to be farmed , while others to be largely neglected .

Continue reading for the full breakdown of the general changes and the specific content for the 4th Championship! We are also planning a Fragment conversion to ensure you can use your old QI building Fragments —  more details below.

General changes

I. Automatic difficulty change and farming nodes

At the moment, Guilds need to manually change the QI difficulty after defeating the Boss if they want to continue playing.

With the 4th Championship, we are introducing the automatic difficulty change. It means that the currently active difficulty will change to the next automatically every day at midnight server time, regardless of whether the previous difficulty Boss was defeated.

Consequently, we've added difficulties 11 and 12 to ensure there is a difficulty for every day of the season. Due to start and end times, the first and the last difficulties will be active for less than 24 hours. Use your starting Quantum Actions to boost your progress in the first difficulty, and prepare for fierce competition in the last! 

The list of active difficulties per day:

  • Day 1 (Thursday / 16 hours): Difficulty 1
  • Day 2: (Friday / 24 hours) Difficulty 2
  • Day 3: (Saturday / 24 hours) Difficulty 3
  • Day 4 (Sunday / 24 hours): Difficulty 4
  • Day 5 (Monday / 24 hours): Difficulty 5
  • Das 6 (Tuesday / 24 hours): Difficulty 6
  • Day 7 (Wednesday / 24 hours): Difficulty 7
  • Day 8 (Thursday / 24 hours) Difficulty 8
  • Day 9 (Friday / 24 hours): Difficulty 9
  • Day 10 (Saturday / 24 hours) Difficulty 10
  • Day 11 (Sunday / 24 hours): Difficulty 11
  • Day 12 (Monday / 8 hours): Difficulty 12

With this change, we aim to ensure that everybody has the chance to participate in lower difficulties and facilitate the collaborative work required from a Guild to conquer higher difficulties. We understand that it might make QI more challenging for some players at the beginning. Considering this, we've made a range of QI effects more broadly available in Events to enable everybody to get a sufficient amount of QI effects over time. Namely, you will find the QI effects in the following buildings:

  • Mythical Manor, the Fellowship Event 2024: 30% Attack for Defending Army in Quantum Incursions
  • Eerie Abandoned Asylum and Phantom Abandoned Asylum, the Halloween Event 2024: 10% and 15% Attack for Attacking Army in Quantum Incursions

If you happen to defeat the Boss, i.e. finish the difficulty before the timer runs out, you can continue gaining progress with the help of farming nodes. All difficulties will now have three: two fighting nodes (offense and defense) and a resource donation node. All farming nodes have a capacity of 1.000.000 progress points, similar to the previous farming nodes at the end of the last Incursions.

II. Quantum Actions purchase behavior

Players can buy extra Quantum Actions needed to move between the nodes with Quantum Shards. There are three packages available. At the moment, the number of Quantum Shards you need to spend to buy a package increases once you buy one of them, but caps after four purchases. The cost resets daily at midnight.

With the new Championship, the Quantum Shards price will continue to increase with every purchased Quantum Actions package, meaning the price increase cap is removed. The cost will also no longer reset daily, but only once at the beginning of each season. 

While players can still purchase Quantum Actions, this rebalancing aims to regulate extensive use of this option, thus narrowing the gap between different player groups and ensuring all players can enjoy the Quantum Incursions at a measured pace. We've also added the Quantum Actions regeneration effect to some Event rewards to allow players to gain more Quantum Actions naturally. Namely:

  • The Escutcheon Estate from the Fellowship Event 2024 that provides extra 50 Quantum Actions per recharge cycle.
  • The Yaga's Roost from the Halloween Event 2024 that also provides extra 50 Quantum Actions per recharge cycle.

III. Leaderboard reward schedule

As you complete the seasons, your overall progress is counted towards the Championship leaderboard. At the moment, players receive their final reward Chest after the end of every Championship .

Starting with the 4th Championship, we will credit those leaderboard rewards after every Incursion , in addition to the current End-of-Incursion reward Chests. This way, you will get rewarded regularly for your QI efforts and can use the rewards to subsequently boost your progress for future seasons .

To account for the higher frequency, we have adjusted the content of those reward Chests accordingly. For example:

1st place4th-10th places
250x Neo Colossus Silver Upgrade Kit Fragments
250x Neo Colossus Golden Upgrade Kit Fragments
2000x Neo Colossus Selection Kit Fragments
500x Quantum Incursions Summer 2024 (Iron Age) Epic Selection Kit Fragments
500x Neo King Selection Kit Fragments
500x Neo Queen Selection Kit Fragments
200000x Quantum Medals
2000x Forge Points
125x Neo Colossus Silver Upgrade Kit Fragments
50x Neo Colossus Golden Upgrade Kit Fragments
250x Neo Colossus Selection Kit Fragments
125x Quantum Incursions Summer 2024 (Iron Age) Epic Selection Kit Fragments
250x Neo King Selection Kit Fragments
250x Neo Queen Selection Kit Fragments
100000x Quantum Medals
750x Forge Points


Guilds that consistently hold their top ranking positions from one season to another, will find that the new approach can yield more rewards in some instances. Formerly, the leading Guild could receive 5.000 Forge Points per Championship. After the change, a Guild that holds the 1st place in the ranking during the entire Championship will get 2.000 Forge Points every season, so 12.000 Forge points for the whole 6-season Championship. Of all possible rewards, only the number of Quantum Medals has decreased overall.

IV. End-of-Incursion reward chests and "new" progress points

Currently, players need to clear the 1st QI difficulty in order to qualify for the first End-of-Incursion reward chest and can improve its contents by continuing to play actively, gaining more points, and clearing more difficulties.

With this change, we continue using the progress points to determine the content of those chests, however, now the overall Guild progress is taken into account.

This means that the combined number of progress points gained by the participants during an Incursion will determine the content of the End-of-Incursion reward chests.

Every interaction with a node in all Incursions and difficulties rewards 10 progress points. The total number of points needed to qualify for a chest is as follows:

  • Chest 1: 2000
  • Chest 2: 6000
  • Chest 3: 10000
  • Chest 4: 20000
  • Chest 5: 30000
  • Chest 6: 40000
  • Chest 7: 50000
  • Chest 8: 70000
  • Chest 9: 100000
  • Chest 10: 150000

All chests contain the same reward types, but the number of resources and Fragments increases with every chest tier. For example:

Chest 5Chest 10
300x Neo Colossus Selection Kit Fragments
150x Neo Colossus Silver Upgrade Kit Fragments
80x Neo Colossus Golden Upgrade Kit Fragments
300x Neo Winners' Plaza Selection Kit Fragments
300x Neo Botanical Rotunda Selection Kit Fragments
60000x Quantum Medals OR  600x Forge Points
1000x Neo Colossus Selection Kit Fragments
500x Neo Colossus Silver Upgrade Kit Fragments
250x Neo Colossus Golden Upgrade Kit Fragments
1000x Neo Winners' Plaza Selection Kit Fragments
1000x Neo Botanical Rotunda Selection Kit Fragments
200000x Quantum Medals OR 2000x Forge Points


This change aims to re-iterate the importance of collaboration between Guildmates and ensure players can benefit from the combined progress, rather than only from their personal input.

Balancing changes

  • All reward sources (QI Pass, Nodes, Leaderboard, End-Of-Incursion Chests) will now provide Fragments of building Selection Kits, rather than level 1 building Fragments. With this change, we aim to make our rewards more universally accessible between different QI Championships. The enemy Army strength is now scaled in accordance to the following values:cdb373f4786d690945eda6a1ce37407b
  • Quantum Pass milestones now require 250 progress points each. Please remember that, simultaneously, every succesful interaction with a node in all Incursions and difficulties rewards 10 progress points. We also made sure you receive a steady supply of motivation for your QI efforts every step of the way with the accessibility of leaderboard rewards, improved node rewards, and End-of-Incursion chests.
  • All difficulties offer the same type of rewards as node rewards, making collecting enough Fragments for any given reward easier. It remains that the node rewards are based on reward pools that offer a chance to receive one reward out of a pool.

The content for the 4th Championship

Finally, let's look at what our game designers prepared for the new Championship!

Of course, three new Incursion paths to venture on:

  • Obsidian Peaks
  • Tempest Spires
  • Onyx Crater

And the brand-new level for the Neo Colossus!

BuildingSizeRoad requirementStats - Iron AgeStats - Space Age Space Hub
bb18b8cd503ad5521bb6492860c61c33
Neo Colossus - Lv. 11

4x4NoDef%+Atk%/Atk 45
Def%+Atk%/Def 45
Def%+Atk%/Atk GBG 42
Def%+Atk%/Def GBG 42
Def%+Atk%/Atk GEX 56
Def%+Atk%/Def GEX 56
Forge Points 28
Goods 192 (when motivated)
Guild Goods 380 (when motivated)
Fragments 30 For: Neo Marble Gateway Selection Kit (1000 required) (needs motivation)
Def%+Atk%/Atk 63
Def%+Atk%/Def 63
Def%+Atk%/Atk GBG 59
Def%+Atk%/Def GBG 59
Def%+Atk%/Atk GEX 73
Def%+Atk%/Def GEX 73
Forge Points 36
Goods 221 (when motivated)
Guild Goods 380 (when motivated)
Fragments 30 For: Neo Marble Gateway Selection Kit (1000 required) (needs motivation)


Notice for BETA: Neo Colossus level 11 will be added to the game during the later seasons of 4th QI Championship. Once in, you will be able to get Fragments for the updated Selection Kit exclusively for your Guild's performance in the Quantum Incursions leaderboard. We apologize for the delay!

Fragments conversion

As a consequence of the balancing for the 4th Championship, certain types of Fragments will no longer be accessible. To ensure you don't hoard unusable Fragments for QI buildings, we will be manually converting them into Selection Kit Fragments for all players!

The conversion rate is as follows:

Existing Fragements
Exchanged into 
Neo Colossus - Lv. 1 Fragments
Neo Colossus Selection Kit Fragments
Neo Winners' Plaza - Lv. 1 Fragments
Neo Winners' Plaza Selection Kit Fragments
Neo Botanical Rotunda - Lv. 1 Fragments
Neo Botanical Rotunda Selection Kit Fragments
Neo Winners' Plaza Upgrade Kit Fragments
Neo Winners' Plaza Selection Kit Fragments
Neo Botanical Rotunda Upgrade Kit Fragments
Neo Botanical Rotunda Selection Kit Fragments
Neo Tactician's Tower - Lv. 1 Fragments
Neo Tactician's Tower Selection Kit Fragments
Neo Sentinel Outpost - Lv. 1 Fragments
Neo Sentinel Outpost Selection Kit Fragments
Neo Tactician's Tower Upgrade Kit Fragments
Neo Tactician's Tower Selection Kit Fragments
Neo Sentinel Outpost Upgrade Kit Fragments
Neo Sentinel Outpost Selection Kit Fragments
Neo King - Lv. 1 Fragments
Neo King Selection Kit Fragments
Neo Queen - Lv. 1 Fragments
Neo Queen Selection Kit Fragments
Neo King Upgrade Kit Fragments
Neo King Selection Kit Fragments
Neo Queen Upgrade Kit Fragments
Neo Queen Selection Kit Fragments


Notice for BETA: the exact timeline for the exchange is being determined. Like the Neo Colossus lvl. 11, it is likely to arrive on BETA after the start of the 4th Championship. Please stay tuned for the updates!

This concludes the update. As always, join the discussion with your fellow players on our official Discord channel, and let us know what you think about the 4th Quantum Incursions Championship!

The page is WIP and will be refined later on.

Share:

Tuesday, October 1, 2024

Space Age: Space Hub coming to live server October 8, 2024

 

To learn all about the new age click here

Edit:  Updated to include official announcement here

** Be careful when using one-up kits from Titan to SASH.  There is almost no difference between the stats boosts (FP, goods, fighting) but there are some changes to population and happiness.  So for example the Monster Ranch's Nightmare Box doesn't give goods (which means don't upgrade) and the FP and fight boosts are the same.  But it costs more population and happiness to upgrade it.  Make that make sense.  So rule of thumb for SASH upgrades is simple.  Does it give goods?  If yes then upgrade.  If no then don't.  Also remember to keep one troop producing building in Titan to complete troops of previous age quest.

Fighting in SASH and what to expect.

First unit you can unlock is the fast unit (stardust sentinel).  It’s considered a flying unit but artillery can hit it so it doesn’t matter.  It has a bonus vs. range but range units are it’s kryptonite as they have contact ability.  If your red attack defense is good then you’ll be fine.

Next unit you can unlock is the light melee unit (cosmic blade master).  I only use these for excavation sites on the continent map.  They’re not good.

At this point you’re going to need the SASH special goods dark matter to open research so things get a lot slower.

The next troop type you can unlock is the short range unit (gravity gunner) and this is the go-to unit.  It has contact ability and 2 units+6 rogues then 3 units +5 rogues at higher attrition makes fighting in SASH easier than SAT.

The heavy melee unit (galactic juggernaut) is the next unlocked unit and it’s bad.  It moves last (initiative 16) so it gets hit by all the other units before it moves.  It has force field ability so it can take some hits but it’s useless in my opinion.

The next unit you can unlock is the long range (dream dust blaster) and it’s good.  It has a high base damage and power shot which ignores all other abilities except terrain advantage.

Once this unit is unlocked use 2-4 units + rogues until attrition climbs then switch to range units as described above.


Share:

Wednesday, September 25, 2024

Anti-cheat methods are slowing you down

 Do you ever get this screen in GbG?


You should only be getting this message when you click on an adjoining sector that your guild does not own.  What Inno has done is inserted this message between waves of a two wave fight in an attempt to thwart people who are using a bot/script/auto clicker or the like.

They have already included pop-ups post-fight to make it impossible to predict the number of times we need to hit the ESC key before pressing A to attack, R to replenish troops and B, B, B, B to get through all the spam windows to finish the fight.

Inno released a statement found here about what they're changing or not changing in GbG.

Maybe they should remove the anti-cheat so non-cheaters don't have to deal with pop-ups because who doesn't love pop-ups?

Share:

Tuesday, September 24, 2024

Updated spreadsheet that shows building values that includes all notable buildings including the Fellowship Event 2024


 You can find the spreadsheet by clicking this link.

There are 6 tabs to pick from.

1) All the buildings in the game up to and including the History Event 2024

2) Notable buildings that are accurate as of Sept 24, 2024.  These include the buildings in the upcoming Fellowship event.  These buildings are in alphabetical order to make them easy to find and are not sorted by "value".  The new buildings are at the top to make it easy to see what to go for in the event.  The new buildings, QI buildings and GB's are all highlighted to make them easy to spot.  All the values are for SAT.  Moving forward all new buildings will be shown in SASH so there will be a mix of SAT and SASH until the older buildings fall-off.  Speaking of which this sheet does not include the buildings that are so outdated they're no longer worth keeping up with them.  If you want to look them up go to the 1st tab.  They're still there but unless they get a major upgrade like the abandoned asylum is getting then they will not be included on future sheets.

Remember this sheet exists so people can compare buildings against each other to see what to store and what to place.  The values will change from age to age but it's not worth the time to do this for every age.

3)  This tab has been heavily requested.  It's buildings sorted for red GbG power.  Remember we're getting a blue GbG map so you may want to factor that into the decision if you're just trying to push red attrition.

4) This is the "value" sort tab.  All buildings are sorted by "value" which factors in all red and blue stats, FP, goods, population and happiness all per square including roads.  This is the tab that should help determine keep, place or store when changing your city.

5) QI buildings tab is just that.  All the buildings we can get in QI sorted by "value".  When determining which path to pick when QI starts just look at the value of the prizes and pick that path.

6) This is the updated list of all the buildings that give QI fight bonus.  Inno has made changes to these buildings.  Some of the changes happened after they were out on Beta and some changes happened after they came to live server which is shady AF.

A lot of work went into making these sheets with four people volunteering their time to do it.  If you find an error please be kind.







Share:

Monday, September 23, 2024

What's new in QI?

 The EMA version of QI won't be coming anytime soon but we will get some new buildings.  I believe they will arrive on Beta Oct 24.

A neo checkmate square

not sure what this one is called

Both have base lv 1 that require roads and lv 2 that is yet to be determined if they require roads or not.

We are also getting a platinum neo colossus.


If anyone is not playing QI I have to ask why because the rewards are really good.





Share:

Guild Expedition "Trials"

 There are five difficulty levels

  1. trivial
  2. low
  3. medium
  4. high
  5. critical

Golden versions of GE buildings coming.  Fountain of Youth is staying and there's a golden version.



Questions yet to be answered...

1) will player chose a difficulty level for themselves or will guild decide?  Our guess is the choice will be done on an individual player basis.

2) Some of the buildings are golden.  Will they be ascended (limited time) or upgraded versions of ones we have now?

3)  How will GE championships be determined?  If a guild selects the trivial difficulty and another selects critical how will that work?  Our best guess is there will be a weighted average instead of raw number of encounters.  I'm sure this will work perfectly and there will be no issues....  /s

Share:

Friday, September 20, 2024

Fellowship Event updated for live server changes to event buildings and strategy.

 Inno has made changes to the event buildings.  They are noted as such.  The changes also change the recommended strategy for this event as well.

Event mechanic is the familiar St Patty's day event that we're all familiar with by now.  The first map/town only requires 1 million feast provisions then use the formula we've used previously.

End of stage chests are back.

Prices increase after each opening or you get a slight discount if you open all.

Of course league prizes are back.


There will be two rival challenges.

So there are a few new things.  This is where we can earn your first historical ally.  



Alexander the Great can live in the timeless junction we get for free or in the main event building "Arcadian Whisperwood Watermill".


What else is new?  Downgrading kits.  Yes the thing we've talked about several times a long time ago is finally here.  It's about time too as we have been accused of spreading misinformation about it.

One Down Kit


This will allow you to decrease the age of a building by one age.  If you've played the last rival quest that required troops of a previous age this little guy is going to make your game easier.

Reversion Kit (downward reno kit)

This will revert the building to Bronze age.  At that point you can age up to the age you need.  What is this used for?  Targeting guild goods of a specific age.

Main Event Building "The Arcadian Whisperwood Watermill"



  • 5x6 requires road
  • 10 levels - lv8 makes lv9 silver, lv9 makes lv10 gold
  • houses a military historical ally
  • 55-66% red defense
  • 77-97% red defense GbG
  • 4300-97500 happiness
  • 330-27630 medals
  • 4100-276250 supplies
  • 125 guild goods
  • ***** blue attack for QI removed Sept 16, 2024
  • random production 
    • 25% 276 FP
    • 75% 220 goods of your age

Escutcheon Estate


  • 4x4 no road required
  • 12-32% red attack GbG
  • 24-64% red defense GbG
  • 18-48% red attack and defense
  • 5 quantum actions per recharge cycle    *** changed to 50 Sept 16. 2024
  • 10 quantum goods at start of incursion  *** removed Sept 16, 2024
  • 5 quantum units at start of incursion     *** removed Sept 16, 2024
  • 450-28000 population
  • 1850-42000 happiness
  • 25 FP
  • 50 next age goods
  • 10 fragments of finish special production
Imperial Skyletter Spire (gold league prize)


  • 4x5 no road required
  • 80% red attack and defense
  • 120% red attack and defense GbG
  • 25% blue attack for QI
  • 7420-500000 supplies
  • 170 FP
  • 375 previous era goods
  • 20 fragments of Arcadian Whisperwood Watermill Golden Selection Kit

Mythical Manor (upgrade to legendary lodge which was the upgrade to the heroes tavern)


  • 5x4 requires road
  • 25-45% red attack GbG
  • 25-35% red and blue attack and defense
  • 280-17600 population
  • 1070-24200 happiness
  • 1770-286000 coins
  • 35 FP
  • 50-110 goods
  • 3 fragments of knights pavilion selection kit (upgrade from old knights pavilion)
  • 30% blue attack QI   **** added Sept 16, 2024

Valiant Knights Pavilion (upgrade from Knight Pavilion)

  • 2x2 requires road
  • 80-5000 population
  • 330-7500 happiness
  • 310-50000 coins
  • 30 goods
  • 45 previous era goods
  • 15 next era goods
  • 8 units

Silver Pass Items
Jolly Oink Pigsty


  • 3x4 no road required
  • 15-20% red attack
  • 20-30% red attack GbG
  • 30-40% blue attack for GbG (yes there will be blue stat fighting on GbG)
  • 18% supply boost
  • 5000 quantum supplies at start of incursion    *** removed Sept 16, 2024
  • negative population 190-1200
  • 1780-120000 supplies
  • 20 FP                                                               *** changed to 25 Sept 16. 2024
  • 50 Goods                                                       *** changed to 60 Sept 16. 2024
  • 60 Previous era goods                                  *** changed to 75 Sept 16. 2024
  • can be upgraded to Ascended version
Ascended Jolly Oink Pigsty 


  • reverts back after 30 days
  • 30-40% red attack          
  • 40-60% red attack GbG
  • 60-80% blue attack GbG
  • 36% supply boost
  • 20000 quantum supplies at start
  • 4% quantum supply boost
  • negative population 190-12000
  • 3560-240000 supplies
  • 40 FP
  • 100 Goods
  • 120 previous age goods
  • ** added 5 quantum units Sept 16. 2024

Gold Pass Items
Royal Carriage

  • 4x3 no road required
  • 30-40% red attack GE                             ** changed to 40-50 Sept 16. 2024
  • 35-40% blue attack and defense            ** changed to 45-50 Sept 16. 2024
  • 50-60% blue attack and defense GE    ** changed to 65- 75 Sept 16. 2024
  • 18% coin boost
  • 5000 quantum coins at start                  *** removed Sept 16, 2024
  • population cost 190-12000
  • 1480-240000 coins
  • 36 FP
  • 18 goods
  • can be upgraded to ascended version

Ascended Royal Carriage 

  • 4x3 no road required
  • 80-100% red attack GE
  • 90-100% blue attack and defense
  • 130-150% blue attack and defense GE
  • 36% coin boost
  • 20000 quantum coins at start
  • 4% quantum coin boost
  • population cost 190-12000
  • 2970-480000 coins
  • 90 FP
  • 45 goods
  • ** added 5 quantum units Sept 16. 2024
  • after 30 days reverts back

Strategy:
The reward boxes you can pick when a town is complete are not very good with the exception of Escutcheon Estate which you can only get from opening all the boxes.  You need event currency to "buy all" the boxes.  As a player you should pick a strategy before you start playing this event.
1) Do as many quests as possible and try to get into 1% gold league or...
2) Get as many Escutcheon Estates as possible.
Trying to do both without buying a lot of currency with diamonds is a bad strategy.  

Strategy two has a lot of positives.
It takes longer to complete your city which gives you as much time as you want to complete quests.  Once you set-up your town (15-20 min) you can just tend to it daily or twice a day and do just fine.  In fact doing this strategy on secondary cities is very easy which is good because the rewards include wishing well/shrink kit fragments.  Lastly but most importantly.  QI advantages are just more valuable than regular rewards because they're more scarce.  
QI rewards are excellent so getting QI advantages and thus doing more QI and getting more QI rewards have a higher pay-off than some more FP/goods/attack in your main city if you're an established player.

Edited to add:  As of the changes made to the buildings in this event it is no longer advisable to target Escutcheon Estates as a strategy.  That's both good and bad.  The good is you no should no longer spend event currency using the "buy all" chests between towns so you can upgrade managers instead.  The bad news is if you want the good rewards you now have to play the st patty's day mechanic.

What we tested in regards to managers for this event is the following.  Remember the first town is a tutorial and you do not need to complete fully but we recommend you do as much as possible before you hit the long quests.  At that time it's ok to skip to town two.  
This game cycles towns 1-3 

Town one:
festival/banquet 4
shipyard/coachman 2
hats/spice 3
flowers/beverage 2
cake/farm 3
drinks/baker 2
fireworks/ butcher 2

Town two:
festival/banquet 3 or 4
shipyard/coachman 3
hats/spice 1
flowers/beverage 3
cake/farm 3
drinks/baker 2
fireworks/ butcher 2

Town three:
festival/banquet 4
shipyard/coachman 3
hats/spice 1
flowers/beverage 2
cake/farm 2
drinks/baker 3
fireworks/ butcher 2

If you're saving event currency then only use lv3 manager on festival/banquet for all towns but this will be a bottleneck and may slow down overall progress if you are going for top 1% league prize.  

Quests:
  1. pay coins
  2. spend FP
  3. build decorations of any age
  4. defeat small army OR solve simple neg
  5. gather goods OR donate goods to treasury AND buy FP
  6. 5 min productions of any age AND gather coins
  7. build residential buildings of your age or age below AND pay supplies
  8. gather goods or donate goods to treasury AND make people enthusiastic
  9. 4hr productions of any age AND gather coins
  10. defeat medium army OR solve complex neg AND pay coins
  11. build culture building from your age or 2 from age below AND 5 min productions of any age
  12. gather goods or donate to treasury
  13. defeat small army OR solve moderate neg AND spend FP
  14. build residential from your age OR gather supplies
  15. collect 3 incidents OR exchange 2 items in AD AND gain happiness
  16. 2 boosts in tavern OR 5 battles AND pay supplies
  17. build production building of your age or 2 age bellow AND gain happiness
  18. 8 hr productions of any age AND gather supplies
  19. aquire two sectors OR finish 24 hr productions of any age
  20. build 2 residential buildings from your age or 3 age below AND pay coins
  21. 4 items AD OR 4 hr productions of any age
  22. win X battles without losing OR donate goods AND buy FP
  23. pay goods
  24. 4 hr productions of any age AND gather goods
  25. spend tavern silver OR infiltrate sectors AND pay coins
  26. build residential buildings from your age OR gather supplies
  27. gain happiness AND spend FP
  28. win X battles without losing OR gain happiness AND 15 min productions of any age
  29. finish X productions your age OR X+2 the age below AND gather supplies
  30. exchange 3 items AD OR 8 hr productions of any age AND spend FP
  31. collect 5 incidents OR contribute FP to GB
  32. gather goods OR donate to treasury AND 15 min productions of any age
  33. defeat X units OR solve complex negotiation
  34. 8 hr productions AND gather goods
  35. visit friends tavern OR motivate/polish AND spend FP
Daily Quests:
  1. gather supplies AND gather coins
  2. visit friends taverns OR motivate/polish AND gain population
  3. build 3 residential buildings of your age or 4 the age below AND spend FP
  4. defeat small army or solve moderate neg AND 15 min production of any age
  5. build 1 production building of your age or 2 the age below AND pay supplies
  6. have the first difficulty in GE solved OR defeat large army
  7. spend FP AND gather coins
  8. build goods building from your age OR gather goods AND 15 min productions of any age
  9. acquire 4 sectors OR solve complex negotiation AND pay supplies
  10.  1hr productions of any age AND make people enthusiastic
  11. Exchange 2 items AD OR defeat small army AND build 5 decorations your age of 6 age below
  12. win 5 battles without losing OR gain happiness AND 8hr productions of any age
  13. collect tavern silver OR win 5 battles AND gather coins
  14. finish 10 productions your age or 12 the age below (number may vary by age) AND gather goods
  15. collect 3 incidents OR infiltrate 2 sectors AND pay supplies
  16. gather goods OR donate goods AND spend FP
  17. aquire 3 sectors OR defeat x units
  18. build 1 culture building of your age or 2 age below AND 1hr production of any age 
  19. activate 2 boosts in friend tavern OR win 4 battles without losing AND pay coins
  20. finish 10 prodctions of your age or 12 age below AND gather goods
End of questline



Share:

Monday, September 9, 2024

Fall Event Rival 2 questline for live server has a lot of changes

 1.  Pop 15 green or white tiles AND pay 200 goods (1 wooden spoon)

2.  Spend 1 wooden spoon (Autumn Vineyard selection kit)

3.  Collect 4 cups AND recruit 10 current Age units (1 fork)

4.  Collect 2 green or white 2-star chests (1 spatula)

5. Use 2 forks AND finish10 1hr productions of any age  (Vagabond Library)

6.  Collect 2 orange or red 3-star chests (1 rolling pin)

7.  Pop 18 green tiles AND complete 4 GE encounters (Improved Jumpin'/Shroom kit - Elite Jumpin' Pumpkin or Royal Shroom Throne)

8.  Collect 5 cups (Autumn Vineyard selection kit)

9.  Pop 20 orange or red tiles AND buy 5 fps (1 fork)

10. Collect 3 red or white 3-star chests (1 wooden spoon)

11. Pop 25 green or white tiles AND spend 100 fps on GB (1 spatula)

12. Use 1 spatula (20 flour sacks)

13. Collect 3 cups AND Finish 10x 1hr productions of your Age (1 wooden spoon)

14. Collect 4 orange or green 4-star chests (1 fork)

15. Pop 25 white tiles AND complete 8 GE encounters (1 spatula)

16. Use extra moves twice (Autumn Vineyard selection kit)

17. Collect 4 cups AND recruit 20 units from your Age (1 rolling pin)

18. Use 1 rolling pin (2 wooden spoons)

19. Collect 5 red or white 4-star chests AND finish 15x 4hr productions of any age (Improved Jumpin' /Shroom selection kit)

20. Pop 35 green or white tiles (30 flour sacks)

21. Pop 30 red tiles AND 10 GE encounters (2 spatulas)

22. Use 1 spatula (Vagabond Library)

23. Collect 6 cups AND complete 12 encounters (2 forks)

24. Use extra moves twice (Autumn Vineyard selection kit

25. Collect 5 orange or green 5-star chests AND complete 14 GE encounters (1 rolling pin)

26. Use 1 rolling pin (3 wooden spoons)

27. Collect 7 cups AND complete 16 GE encounters (3 spatulas)

28. Collect 5 red or white 6-star chests (50 flour sacks)

29. Pop 26 orange tiles AND complete 16 GE encounters

30. Collect 6 green or white 6-star chests (Ascended Vagabond Library)

31. Collect 6 cups AND finish 40x 24hr productions (Autumn Vineyard selection kit)

32. Use extra moves 3 times and win 30 battles without losing (Autumn Vineyard Silver Upgrade)

Milestone rewards 8 quests - 8 forks 16 quests - 3 golden spoons 24 quests - Ascended Vagabond Library upgrade) 32 quests - Platinum Autumn Vineyard upgrade


Share:

Sunday, September 8, 2024

Auto Visit All Taverns



 It's on Beta now and seemed a bit glitchy the other day but works fine now.  Another quality of life improvement.  I wonder how people will find a way to complain about it?

Share:

Wednesday, September 4, 2024

Space Hub research costs

 FP = 118.930

Coins = 1.480.000

supplies = 1.250.000

Special Resources:

  • Dark Matter = 39.284
  • Titan Hydrocarbons = 1.900
  • Jupiter DNA = 900
  • Venus Carbon = 450
  • Asteroid Ice = 450
  • Mars Ore = 450
  • Oralcicum = 2.400
  • Promethium = 2.400

Titan Goods:

  • Compressed matter caps = 6.500
  • Isolated molecules = 8.100
  • Experimental data = 7.300
  • Liquid Binder = 7.300
  • Upcycled Hydrocarbons = 7.300

SASH Goods:

  • Dark Energy batteries = 38.042
  • Deep Space Data = 38.020
  • Hypersleep Modules = 38.077
  • Oxygen Pills = 38.192
  • Silver Crystals = 39.095
I think the low amount of previous age special goods and only requiring SAT and SASH goods will make the need for synthesizers and hoarding previous age goods a non-factor moving forward.  This was a pleasant surprise.  It also fits with Inno's preferance that all players move towards the most current age.  Less roadblocks, more movement.

Share:

Saturday, August 24, 2024

Space Hub is almost here so time to consolidate what we know. ***confirm launch Sept 4 on Beta





 old posts can be found (fighting units) and (buildings) if you want to see some of the changes and how we got to pre-Beta launch.


So a brief summary.  

Inno wants all players to move to the most current age and has taken a novel approach with the newest age to incentivize players to age up.  

The GB's can only be advanced past lv 10 with special goods of this age which cannot be traded.  (Still waiting on that confirmation but as of Aug 4, 2024 that is the plan.)

So campers of earlier ages can no long beg for goods ask for one-sided trades to build the new GB's.

Now the good news for campers is only two of the three GB's will be released upon the launch of this age and the third which by any measure would have been the most popular due to the QI bonuses may not come at all.



The Stellar Warship GB 
  • 5x3
  • gives units (2 units per level after lv 10)
  • gives red and blue fight stat boost (5% per level after 10 and has a cap of 200)
  • no cap to unit boost
  • the fight boost cap may also be removed at launch
  • will require SASH goods and supplies instead of special goods
  • Cost to build lv1 is 5k of each SASH good


The Cosmic Catalyst
4x4
provides critical hit chance 10% lv 10  (0.16% per level after lv 10 with cap of 25% at lv 100)
guild goods (5 per level after lv 10 with no cap)
May require SASH special goods to level past lv 10  
**confirmed Aug 24, 2024 that it will require special good (dark matter) to upgrade
cost to build lv1 3.5k of each SASH good



This "Red Galaxy" GB may be shelved temporarily or not used at all


As of today the final boosts are still not known but the Traz-ish and AO-ish GB's with hard caps are underwhelming considering the costs to upgrade.  Let's hope they get a nice boost before launch.

   Your colony is going to change

Most player in Titan have a colony that includes 11 goods buildings and no life support (happiness) well that's about to change.  Life support in the colony is going to become important because if green there is a % chance of goods buildings in the colony producing 4x special goods AND a % chance of getting extra special goods from exploration sites.  Life support may require special goods to build.  No roads required in colony.

Units and fighting

can use the old link from July to see the changes

Units:

Long Range – Dream Dust Blaster

  • 10 hp
  • 24 range
  • Initiative 17
  • 12 movement points
  • Base damage 1,000
  • Base armor 900
  • Bonus vs light and heavy melee
  • Power Shot has been removed
  • ****Power Shot is back as of Aug 4, 2023

 

Short range – gravity gunner

  • 10 hp
  • Initiative 17
  • 12 movement points
  • Base damage 850
  • Base armor 1,000
  • Bonus vs. light melee and long ranged
  • Contact has been removed
  • ****Contact is back as of Aug 4, 2023

 

Fast – stardust sentinel

  • 10 hp
  • Initiative 27
  • 22 movement points
  • Base damage 800
  • Base armor 1050
  • Bonus vs. short ranged and long ranged
  • considered a "flying" unit

 

Heavy melee – galactic juggernaut

  • 10 hp
  • Initiative 16
  • 11 movement points
  • Base damage 850
  • Base armor 1150
  • Bonus vs. fast and short ranged
  • has force field

 

Light melee – cosmic blade master

  • 10 hp
  • initiative 17
  • 12 movement points
  • Base damage 900
  • Base armor 950
  • Bonus vs. heavy melee and fast
  • ****Stealth added as of Aug 4, 2023
Champion will have both chivalry and call of duty


What's the go-to fighting unit then?  Easy Dream Dust Blaster

Power shot ignores all other defensive skills or terrain except for force field that Heavy melee – galactic juggernaut uses.  But even with force field those units will still take damage.  The range and move order of Long Range – Dream Dust Blaster x 8 or x2 with 6 rogues if facing Fast – stardust sentinel which are first in the move order are the easy go-to unit.

Share:

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...

BTemplates.com

Search This Blog

Translate

Pages - Menu

Pages - Menu

Most Viewed