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

Thursday, March 19, 2026

QI advanced settlement guide WIP



 This is not THE DEFINITIVE guide to playing QI.  This is just A guide so do what works best for you.

This guide will show 8 expansions purchased at incursion start.  We do this because it's more efficient to get extra space and generate QA than it is to just buy QA's since they changed how that works.  When QA started you could just buy QA and it was the same price throughout the season.  Now it has escalating costs so you really do need to focus more on settlement.  If you do not purchase expansions or purchase less than what you see here that's ok.  What's important in this guide is the concept and strategy.  Adapt what you see into whatever size settlement you use.

You will also see us rushing the construction of some supply or houses from time to time.  You don't have to do that it's just what we do to speed up the settlement process.  The goal is to build the settlement quickly and make 400 ish cannons so we can then convert the entire settlement to doctors and just generate QA for the remainder of the season.  

Lastly this example will not show purchase of any decorations as the city I'm using has about 1,500 attack and attack defense when incursion starts.  If you need to build decorations that's ok just know you will generate less actions because you're trading actions for fight boost.  Also, if you have high fight boosts like me you won't need 400 troops.  I overbuild because I'll have plenty of coin and supply and really don't want to build a cannon camp after I've already deleted it.

Between the four of us I was in the least competitive guild as we dominate QI so I anticipate lower numbers this season.  The reason for that is I normally open 12 expansions at incursion start and speed build 4 bakeries and 2 clapboard houses.  For this guide we setup the framework where I'd only open 8 expansions, clear the obstacles and be limited to 5 rush builds.  To reiterate the total cost of these shard expansions and rush builds is the cost of two purchases of extra turns.  That's it.  We're not talking about whales getting a credit increase on their Visa Card.

We should also make clear that if you are going to buy extra turns then there's a strategy for that.  Maximize return on investment.  You get better rewards in higher maps than lower maps.  So what's the highest map you can fight?  If you can fight map 12 then spend your extra turns there.  If not can you donate on map 12?  We're not going to tell you to spend or not spend but if you do spend then get the best return on that spending.

We'll put out more of an intermediate guide later on but for now here is the guide for advanced players.

Advanced Guide

Incursion start.  Buying expansions and clearing obstacles.  We like to work with grids of 6 x 6 or 12 x 6 if placing bakeries in a vertical column.  For that reason buying random expansions off to the side is problematic.  It's ok if you just want one 4x4 to put houses in or if you need decorations then a stand-alone 4x4 is just fine.  People averse to spending diamonds in QI will surely avoid the obstacles and have weird looking settlements.  That's ok it will just be less efficient.

You can buy expansions with goods or shards.  We start QI with 50 additional goods from buildings in the main city so that means we have 30 of each good and can buy one goods expansion immediately.  We'll get more as we advance later.  Figure out how many expansions you will buy for the duration of the season with shards and buy them immediately when QI starts.  Waiting only hurts you.  Let's start using that extra space to generate chrono alloy or quantum actions.

For the open of QI our focus is on generating chrono alloy not generating QA.  So the settlement will look very different than it will for the remainder of the season.

We will not be buying any troops at the start.  Instead we will fight until our troops need time to heal and repeat that process until we can harvest the settlement for the first time and then we will build troops.  If you have good fight stats 50 catapults will last you to map 10.  The goal at the start is to just make sure your QA bar never gets completely full and stops producing more actions.


We're opening 8 expansions.  One with goods and seven with shards.  This costs the equivalent of buying extra turns twice.
Note:  I normally start with more expansions so this will be a learning experience for me using this template as well.  The template is less important than learning the concepts behind why we build a settlement this way.  Knowing the concepts will allow people who don't use square or rectangle settlements because they're avoiding obstacles to still get good results.


We got a bad random settlement in terms of obstacles but it has to be done so remove them using shards.

Build in clusters of 6x6

Build 

6 tannery

9 estate houses

9 multistorey houses

then fill in the rest of the space with more multistorey houses



Select the goods buildings you want access to.  We pick the smallest footprint so rope, honey and gunpowder.

When selecting military building all we use is artillery so pick whatever you want for the next two.


Your settlement will be very unhappy and that's ok.  

For the first 10 hours they will be miserable and for the rest of the season they will be euphoric.

Now go to the map and use as many QA as you can WITHOUT GOING TO THE F-ING DONATION NODES!  *There is one exception to this rule.  We start with five different resources.  Three will be used when we make buildings for them.  One will be used immediately to get a goods expansion.  That leaves one resource type (for us brick) that is not being used.  If you want to donate that at any time that's fine.  Do not donate coin or supplies until you cannot fight anymore.

If you're in a good QI guild you will see your fighters go to the Garrisons first.  Once down that gives every player in the guild 50% red and blue attack and defense for each garrison for 100% total.  Considering we are only fighting against an enemy with 20% boost for now EVERYONE should be able to fight and not donate.  Once players get that buff it makes it easer to not only win but to not lose troops.  Replacing troops has a cost.



Then the strongholds.  Strongholds buff the boss by 100% red and blue attack and defense each for a total of 200%

Then the bosses.  So the players get a buff and we're removed the buff the bosses had so it's fight time.  Bosses are a little harder and if you are a player that does not have a lot of fight boosts it's ok to wait until they are taken down.

The bonus nodes along the side after the garrisons are there for people who are waiting for the infinite nodes to be opened.

Once the bosses are down these infinite nodes are a great way to burn quantum actions.


They give the same progress and the fights are very easy.  If you see anyone donating coin/supply here before map 8 that's a problem.  They're donating their ability to have a strong settlement.  You cannot hide while playing QI.  We see everything.

Now go to your QA bar.


You can see how long it will take before that bar is full.  If you know when you'll be on after server reset try to time it so you'll have a nearly full bar then.  The reason is we want strong fighters to help get us to infinite nodes as soon as possible so people with less fight boosts can use the infinite node.

Fighting bosses, garrison and strongholds (and mini-boss on the side nodes) give better rewards but the same progress.  So you may as well get slightly better rewards while also helping your guild get more progress.

In 10 hours we'll see what we get at first harvest using the 20% exploit.  Full disclosure I personally open more expansions but for the purpose of this guide we all agreed that the cost of two sets of turns should be the self-limit.

Two purchases were enough to open 7 expansions and clear obstacles and have 500 shards remain so we could have purchased another shard expansion but will reserve that for some building rushes and clearing obstacles when we get goods expansions.

The first harvest will be done in sections.  We'll delete multistorey houses until there is room to place a church.  Place church and then keep deleting houses until we can place a second church.  Repeat until we have 4 churches in a 6x6 section.  Then start on the next section.  As we delete houses we're getting some coin and getting a refund of some of the coin spent to build it.  That's insignificant.  What is significant is the tiny amount of chrono alloy with each house.  That amount increases as our settlement gets happy.  Once we hit 150% happiness then we collect all houses.  Then we start deleting more houses and some of the churches and place bakeries.

We'll show screen shots as we go.

First collection

We are going to methodically start deleting houses and placing churches.


You could remove all nine houses then place four churches but best practice is to do it slowly.  Remove the top six houses then place two churches then check happiness.

Then remove the last three in that cluster and replace with two more churches.  Check happiness.

Repeat for the second cluster.




Once we delete the next house we will improve our 20% production which was only getting 2 chrono per house.  It will be 6 chrono for this next plateau.




Now we move onto the 3rd cluster of 6x6 tiles.  Productivity is still at 60%.  That will change after we delete 6 more houses to get us to 80% and 8 chrono alloy per house.


And with the next 2 house deletions we improve to 100% productivity which gives 10 chrono alloy per house.  

To make this a little easier we went to flat mode to rearrange some of the estate houses with the multistory houses without collecting.


Now this is why we do this slowly.  After deleting four of the multistory houses we have increased productivity to 110%.  That gives us 11 chrono alloy per house.


Deleting 2 more houses gets us to 120% production and 12 chrono alloy per house.


And as we complete our 4rth cluster of 6x6 we have achieved 150% production and 15 chrono alloy per house.


Maybe it's better to use flat mode?


Now collect ALL the remaining houses.

Once houses are collected (you can collect town hall anytime) we can maximize supply production.  For this part we will be deleting the estate houses first.  Then move the multistory houses out of the way and start planting breweries.


Now this is the part you're going to need to get used to.  Start removing one church at a time and place breweries.  Remember to always keep happiness at 150%.  If you miscalculate you may need to delete a brewery and build a church again.  It's not that big of a deal.  You can also delete the houses you don't need to place more breweries but remember you need population so just play with it a bit.  As long as you don't collect supplies yet you're fine.




Removing any more churches would drop us below 150%.  So now when we collect our supplies we will have the 20% bonus of 12 breweries increasing our production from 12k supplies per tannery to 48,360.  Or to put is simply we just increased our supply production by 4x simply by placing the breweries in the settlement before collecting.

Now on this settlement I have 633 chrono alloy so I can build three alchemists.  If your settlement was smaller you'll have less.  The first part of QI is racing to get chrono alloy.

Delete all the breweries and two tanneries and place three alchemists there.

So what are we doing with all that beautiful empty space?  Building churches.  From this moment all we will be using the build times to increase our QA.

If you don't have a coin bonus in your main city then you may be running short of coin so it's ok to place a cluster (6x6 tiles) of nine estate houses.

If you need troops and almost everyone will now is the time to build a catapult camp, make some troops and then delete it.


Remember to come back in an hour so the game registers the alchemists are built and the 10hr timer can start.

So when you look at the settlement are you getting used to seeing it as clusters of 6x6?

I wasn't going to mention this but for the people who aren't scared yet and really want to increase efficiency you can do the following.

When collecting from your first tannery delete it and place a brewery.  Then again and again until you're collecting on your last tannery.  By placing the breweries you'll have increased the return of each tannery culminating in 5 extra breweries or an additional 120% return.

In my view if guides are too complicated then they're not effective in helping the people you're intending to help but I hope the concept is easy to understand yeah?

So if you at this point to just come back in an hour to register the completion of the alchemists then wait-out the next 10 hours you can.  Your settlement is generating QA in the space most players will just have breweries and houses.

Second Collection

Second collection for me is ready to harvest at 2am but I'll be damned if I'm going to set an alarm for this game so you'll see it a few hours later.  This is a twice a day thing not an every 10 hrs thing.  Don't let the game interfere with your job, your sleep, your school.  Just remember to never let your QA bar get completely full and you're not missing anything if you don't harvest your settlement in exactly 10 hrs.

But for those who will be harvesting before this can be posted, here's what you do.

Remember this when you were taking out houses and putting in churches?


well now we're starting with this


and taking out churches and adding in estate houses.  Estate houses are going to give us that 20% exploit that we all love now right?

That bottom row is the first to go so delete 4 churches, place 12 estate houses.  Now you start looking at 6x6 clusters again.  As you remove churches place more estate houses.  4 churches = 9 estate houses.

Keep going until you cannot either remove a church or place another house without dropping happiness below 150%.  Just do it slow and if you have to delete a house or rebuild a church it's fine.  You'll get used to it.

Remember 1 population needs 2 happiness so a 40 population house costs 80 happiness.

Once you can't place anymore then collect houses.

You want to be a fancy pants?  As you collect a multistory house delete it and build another estate house.  Keep going until you've collected your last house and reap the rewards of all those extra 20% builds.

Once all your houses are collected replace the multistory houses you just deleted by deleting the estate houses you just built so it looks like the picture again.

Then delete all the estate houses you built.  All of them.  Now we're putting in bakeries breweries like we did with the first collection.  Put the bakeries bakeries in the empty space until there is no more then start deleting churches and putting more bakeries in.  Make sure happiness is 150%.  Once you cannot put any more bakeries breweries in without dropping below the happiness threshold then collect a tannery.

Then delete it and put a bakery brewery there.  Then again, and again and again until all you have is the three alchemists and a whole lot of bakeries brewery.  Then collect the alchemists.  Double check one last time before you collect that you do in fact have 150% happiness as this will affect your chrono alloy collection if you don't.

Then delete all the bakeries brewery, all of them.  Place two more alchemists underneath the ones you already have.  If you have enough chrono alloy to make three then do it but most people won't.

You then make your settlement look like this again


Only the middle two tanneries are replaced with alchemists.  Make sure to come back after an hour to start the clock on the alchemists and in 11 total hours you're ready for collection three.  It's exciting as we add more alchemists and a good building!   Gather the kids, call the neighbors you don't want to miss it!

Here we go.


Now collect and delete one multistorey house at a time and replace with estate house.  Estate house provides less population so after a couple multistorey houses are removed and replaced with estate houses you can build another estate house in the empty space.

And before collecting the last house we can remove one more church and place one more estate house.

Remove all estate houses and replace the row of multistorey houses we had previously.


Now add 2 more multistorey houses and start adding breweries  Remove some churches and add more breweries until your happiness and population cannot sustain more.


Now collect a tannery and replace it with a brewery to give our next tannery an even higher boost.  Then repeat one at a time until all the tanneries are replaced with breweries.


Now we can collect the alchemists.  Delete all the breweries.  We have over 500 chrono alloy so we can build two more alchemists.  Move one of the multistory houses into the space beside the alchemists.  Put two more tanneries back.


Delete the last extra multistorey house and put churches back.


Remember to login one hour later so the game registers the new alchemists then get ready for collection three in 10 hours.  (11 hours total)

So to address some issues from the feedback so far.

-"I thought we were supposed to keep coin and supply balanced?  Your system produces a lot more coin."

Yes.  This system requires people to rotate their crops so to speak.  All the crop rotations (churches, estate houses and breweries) only require coin to build.

-"Wouldn't it be better to keep the tanneries and put in a doctor?"

Doing that would increase available coin and supply but would hurt the chrono alloy which is more important at this stage.  We add our first doctor next collection so just hold on.


3rd collection

This is where we are before the third collection.

Now we're just going to rotate the crops from actions to coin to supply then back to actions.

Remove the bottom row of churches and fill space with estate houses.


Now just like we did before we're going to collect from one multistory house at a time, delete it, replace it with estate house.  Once the demand for happiness drops (because we're decreasing population) we can also delete a church.

So using this method instead of a multistory house giving 12,500 coins the last one gives 72,375 coin.  I hope everyone can see why this works.

So coin is fully collected it's time again to replace all the estate houses on the side with multistory houses and delete the estate houses we just built on the bottom.

Our settlements will not all look the same or be the same size so add all the breweries you can and see how much population you have remaining and your happiness status.  Can you delete some churches and place breweries in there?  Do you have enough happiness that will allow you to delete more churches but your ran out of population?  Then move things around until you can't add more breweries without dropping below 150% happiness.
Now collect tannery and replace it with brewery.  Then do it again.

Now you can collect the rest of your settlement.

Build one alchemist, 2 tannery.


Build one doctor and one goods building.  I always start with honey then do gunpowder and rope is last as it stays for a while and it has the smallest footprint.

I tuck my doctor in the top left (circled) because I have accidentally deleted one before and vow to not make the same mistake.  (I've made the same mistake).

Remember to come back in an hour to register the alchemist and to build some goods for that 60 goods expansion.  We try not to go crazy on building goods for expansions until we have bakeries and clapboard houses in settlement.

By putting the doctor in now instead of next collection we can delete more churches and put in more 20% boost buildings when collecting coin and supply.  Remember we have less coin and supply because we are using all this farm space for churches (quantum actions).  Essentially we're trading coin/supply for the far more valuable actions.

If you are running short of coin then remember you can add in 6x6 grid of nine estate houses and still rotate your crops.  Use this guide as a template and adjust to your needs which will all depend on what boosts you have in your main city.

If you feel you need more coin and/or supply right now then you can remove the three churches at the bottom and put in housing and/or supply as needed for you.

Just remember one doctor gives the happiness of seven churches.

One doctor gives the quantum actions of 5.25 churches.

That's why we're using the chrono we have now on a doctor instead of building more alchemists.  We need to build up some resources to buy expansions so we're forgoing some chrono alloy production to do it.  QI is all about resource management.

When goods building is done make enough goods to buy one or two expansions depending on your stock of coins and supplies.  Don't make more goods than you need.  Buy the expansion (s) then delete goods building.  Place churches.

Just a note here.  Only buy the second goods expansion if you're solid on coin and supply.  Do not hinder your next crop rotation by buying the second expansion.



If the next collection is 10hrs in real time for you.  (As in you're sleeping or at work and can't collect your settlement when it's ready)  Then it's ok to build two houses in the empty space. 

If you want to build houses or keep some of the built houses to use along the bottom or the side that's probably wise.  I'm going to squeeze a few more churches to prioritize actions instead. 


Howdy internet people.  I'm going to have to travel for a funeral and settle my dad's estate so I won't be playing or online for about a week.  Sorry to just abandon you all like this but you get the concept of rotating the crops or exploiting the 20% strategy.  Just keep at it.

Next season I'll replicate what we did here and start with collection 4 or see if any of the other three can take this over if their settlements are the same.


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Tuesday, March 17, 2026

Anniversary Event (still on Beta) changes

 Anniversary Event 2026 - mid-event changes

World Expo Changes

  • Added an Attack and Defense Boost for Attacking and Defending Army to all levels of the World Expo, scaling slightly with era:
  • World Expo: 20% - 24%
  • Hopeful World Expo: 96% - 108%
  • Harmonious World Expo: 120 - 144%
  • United World Expo: 180% - 216%

Reduced Goods production for all levels of the World Expo:

  • World Expo: Reduced from 150 to 50
  • Hopeful World Expo: Reduced from 300 to 100
  • Harmonious World Expo: Reduced from 450 to 150
  • United World Expo: Reduced from 600 to 200

Removed all random productions for all levels of the World Expo (Finish All Supply Productions Fragments and Renovation Kit Fragments)

Research Lab Changes (event store)

  • Replaced the Hopeful World Expo Golden Selection Kit (48 Research Coins) with a World's Fair Selection Kit (6 Research Coins)
  • Replaced the Astral Viaticum Lighthouse Golden Selection Kit (26 Research Coins) with the following three items:
  • Viaticum Lighthouse Selection Kit (12 Research Coins)
  • Celestial Viaticum Lighthouse Silver Upgrade Kit (26 Research Coins)
  • Astral Viaticum Lighthouse Golden Upgrade Kit (26 Research Coins)
  • Replaced the Octo Orb with an Ascended Octo Orb (26 Research Coins)
  • Replaced the Astral Airship Platinum Selection Kit with the following four items:
  • Airship Selection Kit (6 Research Coins)
  • Zephyr Airship Silver Upgrade Kit (10 Research Coins)
  • Celestial Airship Golden Upgrade Kit (26 Research Coins)
  • Astral Airship Platinum Upgrade Kit (26 Research Coins)
  • Reduced cost of Epic Anniversary 2026 Selection Kit from 32 to 18 Research Coins

Added the following new items to the Research Lab:

  • 1 Network Coin (80 Research Coins)
  • Added a random Resource Reward (300 Forge Points or 500 Goods of Current Era) for 6 Research Coins
  • Added a random Consumable Reward (One Up Kit, Store Building, or Mass Self-Aid Kit) for 14 Research Coins

Network Vault Changes

  • Removed the Ascended Octo Orb Upgrade Kit, the Full Ascended Octo Orb can now be found in the Research Lab instead (see changes above)
  • Replaced the Harmonious World Expo Platinum Selection Kit with the following four items:
  • World Expo Silver Upgrade Kit (2 Network Coins, limit of 20)
  • Hopeful World Expo Golden Upgrade Kit (3 Network Coins, limit of 20)
  • Harmonious World Expo Platinum Upgrade Kit (5 Network Coins, limit of 10)
  • United World Expo Upgrade Kit (2 Network Coins, limit of 10)
  • Added the following new items:
  • Ascended Iris Glass Gardens (3 Network Coins, limit of 20)
  • Ascended Meridian Sun Dial (3 Network Coins, limit of 20)
  • One Down Kit (1 Network Coin, limit of 100)
  • Finish All Special Productions (20 Network Coins, limit of 5)
  • Increased cost of the following items:
  • Increased cost of MERIDIAN‑0 (Avatar) from 5 to 10 Network Coins
  • Increased cost of Chamber of Quantum Transcendence from 20 to 25 Network Coins
  • Increased cost of 100x Eternal Market Platinum Selection Kit Fragments from 5 to 10 Network Coins

League Rewards Changes

  • Replaced one of the duplicate World's Fair Selection Kits with a Mk I Anomaly Extractor Selection Kit in the Amateur and Bronze League

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Sunday, March 15, 2026

Some additional information not previously disclosed about the GB changes

 


So we got some feedback from readers that don't want us to just edit in new information because if they've already read the post they'll miss it unless they go back to find the comment section.  Ok fair enough so we're going to have some posts like this that would have been just added to an older post but is now a stand-alone post.

It appears the recruitment bonus from guild level no longer applies to GB's.  Previously for a lv 100 guild you'd reduce the recruiting time of units from Traz or SW by 40%.  Now it's nothing.  Just a flat 24hrs to collect.

HC and SC rewards have also increased by a lot.  We're still working out the changes and I doubt it makes a difference for people deciding to build or not to build but should still be noted as it doesn't appear anywhere as far as I can tell.

That's it.  Not a lot of news but now it isn't buried in a post you've already read.  Take care.

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QI guides


 We keep getting asked if we have a QI guide or recommend one.  There is a good guide available here.  Clicking on that picture takes you to that site as well.  It's not ours or to be honest it's not what we do but it's good.

Look we all start QI with different bonus from main city.  Some of us start QI with enough fight boost to defeat bosses on Map 12 and some start with nothing.

Some start QI generating enough QI goods to open two goods expansions immediately and most don't.

Some start with extra coin and supply and some don't have any any QI bonus in city.

I don't know how you can have one all encompassing guide that works for everyone.  If there is a demand for it we'll make a guide for low-to-mid QI players (little to no boosts in main city) and one for advanced players with lots of boosts and willing to buy expansions using shards and diamonds.

So broad strokes.  If you are not exploiting the 20% boost some buildings give right before collection then you're playing QI wrong.

So take a peek at the photo above.  We have more expansions in our settlements but if using a small settlement then this works.  That's how your settlement should look when QI starts.

Your settlement will be very unhappy but that's ok.  You collect and delete houses until there is room to place a church.  When there is room you place the church and continue collecting and deleting houses.

When looking at your settlement just look at 6x6 grids.  Those grids can have 4 churches, or 4 breweries or 9 houses.  So work with one 6x6 grid at a time until your happiness is 150% and now receiving a full bonus when collecting.  When that happens collect the rest of your houses (coin collection).  

Then you delete more houses and place breweries.  Again work in a 6x6 grid.  As you remove houses you'll see you no longer need as many churches so you can replace some (not all) with more breweries.

Once you can no longer add any breweries AND your happiness is 150% then you collect supplies.

Using this method you should have 500-600 chrono alloy.  Usually less than 600 but more than 500.  It really depends on your settlement size.  Open at minimum of 4 expansions at start.  The more expansions you open the better your settlement can be.  Whatever shard expansions you plan to open do so immediately.  Don't add as you go along.  You do that with goods expansions not shards.  If you're going to spend then do so immediately.  On the flip side of that if you're going to buy extra actions then wait until map 12 if you donate or the latest map you can fight.  So if you tap-out on map 10 then use the extra turns then.

We cannot emphasize this point enough.  You are far better-off using your shards and diamonds buying additional expansions than you are buying extra turns.  If you're going to spend then do it smart.

That allows you to place two alchemists.  Remember to open settlement 1hr after placing alchemist.  It takes 1hr to build and then 10hrs to collect but those 10hrs do not start until you login to your account after it's completed building.  This simple mistake slows down settlement building.

So what will your settlement look like after you've made this one very important first collection?

2 alchemists, 6 multistorey houses (all in one 6x6 grid) then dealer's choice of 4-9 multistorey houses.  What about all the rest of that space?  You build churches.  Fill all the rest of the space and if there is room then place more houses.

The rationale is the churches will generate QA for ten hours.  Then when it's time to collect you do what we did before.  This time we remove churches and place estate houses and stop before the happiness drops below 150%.  Then collect coins.

Remove the extra houses you just built and place breweries.  Like we did before replace churches with breweries until you can't place anymore without dropping happiness below 150%.  Then collect supplies.

Essentially what we're doing is using settlement space to generate QA instead of letting houses and supply buildings mature to harvest in 10hrs.  The 20% boost buildings (breweries and estate house) boost what we already have in city and generate more than just putting in some tannery or more multistorey houses.

Once you understand this concept you can play QI on easy mode.  That's it, that's the secret sauce.  Once you get used to a large portion of your settlement being a temporary canvas that you rotate churches, estate houses and breweries everything else is easier.  

So after this second collection you build two or three more alchemists.  Repeat the steps listed above.

Third collection you should have 1k+ chrono.  Build a bakery and rush it.  You're winning the race for chrono and have lots of coin and supply.  If you have 1200 chrono then build a beekeeper.  You're remembering to come back in an hour right?  This time for the goods building.  Make your goods and buy however many expansions as you can.  Don't make more goods than you need.  Then delete the beekeeper and put another church in there.  Get another 9 hours of QA production in that space.

By fourth collection (Saturday morning) people that do not have strong fight boosts may want to consider buying decorations.  One or two group of trees or tower ruins depending on if you fight red or blue should be enough right now.  Don't build the 1x1 decorations at this stage.  It's too costly and you need that chrono, coin and supplies elsewhere.

*Just a note about fighting in QI.  When your guild takes down the garrisons you get a fight bonus.  So even if you personally have zero QI fight bonus from city you will have 100.  On the first 4 maps that's more than enough.  Everyone should have a Forgotten Temple which gives another 50%.  There is no reason anyone should be donating coins and/or supplies in the first 4 maps.  Those nodes should have zero contributions.  If you have zero fight boosts and have to wait for garrisons to be taken that's fine.  As long as your QA bar isn't full you are generating actions.  You have lots of time.  That means guilds that freak-out when players are at zero a few hours into the game need to understand that some players have no choice but to wait.  With all the buildings in the game now that have QI boosts it's hard to imagine an active player starting QI with zero.

Building troops?  If you have decent fight boosts you can get to map 8-9 only using 20-30 catapults.  If you have the coin and supply when QI starts and want to make it easy then build catapult camp then delete when you feel you have enough.  You probably will not have enough coin and supply to build-out your original settlement though.  If you don't get enough chrono alloy in that first collection you will be behind.  The better strategy is use the troops you get at incursion start to just make sure your QA bar won't be full by your first collection.  After your first collection then build camp, make troops and delete.  After that first collection you should have enough coin and supplies to function.

Once you understand the concept of using those 20% boosts right before collection and using the space to generate QA between collections this gets very easy.  Just try to balance coin/supply (clapboard house/bakery) as you build-out your settlement.

To make it very clear.  QI is a settlement resource management mechanic.  It's not a fighting mini-game.  That's just incidental because it's more efficient to reuse troops than it is to donate.  Donating your settlement (coins and supply) hurts you and your guild in later maps because you don't generate QA and you don't have the ability to use all your QA.  

The goal of QA is thus.

Generate chrono alloy early.

Use space to generate QA in-between collections.

Generate enough chrono, coin and supplies to finish my settlement.

A finished settlement is all culture buildings.  So settlement is filled with doctors and then cartographers and pillory when a doctor can't fit.  That also means you have enough cannons to take you to the end.  I like to keep 1k chrono as a reserve in case my 400 troops get depleted.  I haven't had to do that yet.

The faster you can convert your settlement the more QA you generate.  The more QA you generate the more progress you can make.

Target the 13th to 14th collection as the time to remove all supply, military camp and houses and convert to culture buildings.  That's Wednesday night or Thursday morning.  That means instead of generating 12-14k QA/hr you're generating 17-22k.

Keep in mind that people who do not have strong QA fight boosts will need to have a lot of decorations in their settlement.  Every tile used on a decoration means less culture buildings and less QA generated.

If you're in a QI focused guild there are plenty of avenues to get QI fight bonus.  If you're a newer player or prefer to focus on GbG and/or GE then you are foregoing progress in QI because your city prioritizes other mechanics.  Just know that going into it.

Lastly a few notes about QI buildings in main city.  If you want to have one goods expansion available to you when QI starts you need 30 goods of that type.  You start with 20 of each type so that means 10 more.  So if you have a building that provides 10 goods at incursion start that is 2 of each good so you'd need five of these buildings.  Having 50 extra goods at incursion start allows you to use the 4th good type and is an advantage.  Now to use the 5th good type you need to unlock a goods expansion with 60 goods.  Many people do this by having 200 extra goods at incursion start.  We don't support this.  That is a waste of city space and a poor choice of QI boost.  We also don't like the buildings that give a % boost to coin and supply.  Consider all the brewery and estate houses we will build before collection.  The tiny amount from the QI building is city is nothing.  Instead focus on coins at incursion start and/or coins and supply.  Ascended snowdrop gardens are great.  The ascended kits are in every event.  It doesn't cost population or happiness and it gives FP and fight boost for main city as well as fight boost, coin and supply for QI.  They're easy to get and are a wonderful option for all these junky events.

So that's the concept.  If people really need it we can do screen caps but it's a pain in the butt so if it's not needed we won't bother.

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Historic Allies upgrade should come to Beta server shortly.

 


What you're looking at is the resource needed to upgrade allies.  It's called a, "Valor token".  When you use this resource or currency you ascend allies to a higher rarity.  Once ascended it unlocks additional abilities.

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Saturday, March 14, 2026

Viking Event on Beta

 We were asked not to post what we have until the balancing on the buildings/rewards is finished.  The packet we had which will surely be leaked at some point because the code is already in the game on Beta may be changed.

There's really nothing to prep for this event so we'll just post everything when the rewards are confirmed or the day before it goes to Beta with an "as is" type of warning.  We didn't get to test much as the axe throwing mechanic was broken in testing.

From what we were told the rewards had to be adjusted to reflect the new GB reality we now live in.  That indicates to me the FP and goods rewards will be scaled up.

I know the ascended version of Fjordstorm Harbor for sure was scaled up so hold tight.  You'll get the information and pretty pictures shortly.

Edit: March 18, 2026 building nerfs appear to be complete just waiting on confirmation that there are no more.

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Friday, March 13, 2026

GB changes delayed and will be changed before coming to live server

 

We don't know what or how it will be changed.  We were told one of the changes was to let the Arc boost for FP work on any level but cap the boost for BP at level 200.

Costs to level and open levels are being looked at.  So this is all good news but we're not done yet.  Get your angry butt to the forums and discord and let them know what you think the changes should be.  You know, people that actually play the game!

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Thursday, March 12, 2026

Some updates and a call to action

 

There's a call to action for all players who oppose the GB changes as they stand now and also an update for beta players regarding the world prize.

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Site update not FoE related

 

Ok so it should be obvious to all that we're not web designers.  We don't care all that much about making things look pretty.  After some feedback about the site not looking pretty, and dated, and lame and not great on mobile we took more hours than it should have to try ALL the templates available.  Then we discovered 800 other templates and decided to stop.

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Wednesday, March 11, 2026

Tinfoil hat conspiracy

 

Just wanted to break-up the doom and gloom of the GB update and at least mention the colossal shit-show that is the Anniversary Event.

They should just go back to the old system.  It would be easy to do.  Just sub-out the daily prize with store currency.

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Tuesday, March 10, 2026

GB's update may make major changes before going to live server

 


Ok so we like to give the player base a head's up on what is going to happen.  We're just players.  We love and hate this game probably like a lot of you.  We're not on the payroll and have no obligation to sugar coat things in fear of losing a sponsorship.  Always be wary of any source that is.

We don't break embargo and we protect our sources because retaliation is real so there are times where we hold back information that might be good for the player base to have in advance.  I say all that because when talking about the GB update you need to know why we're at the place we are now with GB's.

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Monday, March 9, 2026

Yet another small update on the new GB changes

 Not a big update just a FYI.  The folks at Inno were very surprised that people on beta unlocked 400 levels and completely bypassed the new levelling system.  Who could have possibly seen this coming?

They're also taking a look at both the cost to open levels and the cost of FP to level.  We're not done yet.

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Results of the GB changes

Edit: For anyone upset that this site was down for a period of time today we apologize.  This post alone has had just under 17k visitors in the first 12 hours and blogger is not set-up for that.  We were also notified that if we want to keep this blog they will start putting ads on it.  Thank you for using this site as one of your resources.  We're not asking anyone to click on an ad when they eventually come.  Just enjoy the site as you were before.  Again sorry for the downtime it should be resolved now. 

So the GB changes have gone live on Beta.  


If you play on the app you will eventually see it but the app is currently broken so go to browser.  On browser you will get a lot of 

Just keep refreshing and you'll get there.

The too long didn't read is...

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Friday, March 6, 2026

Update to the GB update coming to Beta March 9, 2026

 

If you have not read the original post click this link and read it first.  This post is an update to some of the questions we had and will be a condensed too long didn't read type of explanation of the new GB system.

So off the top this is a huge caveat.  There is some scrambling behind the scenes about what to do with GB's that are on the upgrade list and either unlocked to level 400 or actually upgraded to level 400.  This system was designed to slow GB levelling and offer players long-term goals with steep costs and FP/goods sinks to fix the game economy.  Right now there is a HUGE exploit.  They know about it.  We've talked directly to them and asked specifics about it.  To be honest it's disappointing how discombobulated and poorly planned this roll-out is.  They asked we not publish the exploit when we got the final packet containing all the upgrades to GB's but it's out there so we're going to talk about it.

Update:  As of noon Saturday March 7 there are no changes to the plan.  Get those GB's to lv 400 if they're getting tiers and 200 if they're not.

So for people on live server

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Monday, March 2, 2026

Great Buildings change embargo has lifted

 The long wait has been painful but we go the got ahead to publish so here it is. 

We've laid this out as if you were not familiar with the previous changes that were pulled after the fan base revolted so this is geared towards a brand new player with no previous knowledge of what happened.

Their will be Prestige Tiers for GB's

When you level a GB the effect (boost, output whatever) increases until a set cap is reached.  So lv 100 for SASH GB's, lv 180 for Arc etc.  

With the introduction of tiers players can

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Anniversary Event 2026 on Beta server March 3-24, 2026


Delayed for balancing changes.  You can see the edit below to the world fair buildings.  Announcement coming shortly.  Should be on Beta March 3.  Still pending more changes.

To see our WIP post during the testing you can see it here.  And another post here as it was nearing launch on Beta.  You can see how much it's changed in just a short period of time.

We will probably just copy/paste it here anyways because we're lazy and the information is accurate but not in a pretty format.

Note the event store is more complicated than previous events.  We will wait until it goes live on Beta where we can capture more images as it's easier to show than to explain.

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QI Settlement Conversion Tool

  This tool is a tab on our Master Spreadsheet click here to go to it directly. Instructions: Enter your...

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