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

Monday, April 14, 2025

Summer Event 2025 pre-Beta

 


We're going to refrain from posting a lot of pre-Beta content as this event is changing a lot in the development process.
As of right now it is a reveal tile event mechanic.
The governor's villa is getting another upgrade and it appears to be an ascended level for 30 days.  Just what everyone was asking for, more ascended buildings.

The main and secondary buildings at this time will make their own silver and gold upgrades but the secondary buildings have changed again in the last week.  So we won't post about this event again until it's closer to release on Beta.  

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The new GvG will leave you very disapointed. Sorry

Image is from old GvG not the new "Guild Conquest"
 

GvG was a game feature that could only be played by PC players.  The GvG player base was tiny.  There was no viable revenue stream as you didn't need tos spend diamonds to play it.  It required people to be online during recalculation where there was a frenzy of activity for about 5 min then minor tweeks by leaders planning for the next day.  The time limitation and platform limitation certainly didn't help grow the player base.  The only rewards for playing GvG was pride and guild status.  Yes no shiny overpowered buildings just the ability to shit-talk in global chat.  But although less than 5% of all FoE players bothered to play GvG it was a loved feature by that tiny player base.  That tiny player base was very vocal about the demise of GvG and developers knew there were players ready to be exploited eager to play a new version of GvG.

One huge mistake FoE made was introducing Quantum Incursions as they closed GvG.  QI was not a replacement for GvG it was just the new game system that was introduced when the old system went away.  By trying to sell QI as the replacement for GvG it did a disservice to QI.  When QI was being developed it did have a guild vs. guild element to it and it was called "Guild Raids".  QI as it stands now has no resemblance to the old GvG system but it does give the best rewards for the least amount of work.  It's better than GE, GbG and even events in terms of what you get and what you have to do to get it.

So with a very vocal minority of players longing for a new GvG what will Inno games do?

Well how would you feel about a settlement based game where you build a "Guild City"?  And instead of calling it GvG version 2 we can call it "Guild Conquest"?

Are you excited yet?  No?  Ok what if I told you you get to do more than the settlement stuff?  What if you got a separate tech tree?  What if you had to buy expansions (or unlock more from tech tree)?  What if you collect FP's in the Guild City that can only be used there and not your main city?

Look it's still early days and yes this is a very neagaitve post but it's negative for a reason.  The GvG player base was tiny but they loved GvG and I can't help but feel this is another gut punch for those players.  We'll see how this changes during the development process but as of right now this isn't anything like the old GvG and pretending it is would just be a lie.

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Monday, April 7, 2025

Alpha server controversy finally settled

 I don't know how many people will remember the controversy but we were given access to game development news and information that we shared with the community.  Some of it was upcoming features or changes to the game in general like how GvG would be removed completely and how blue fighting boosts would be on par with red fighting boosts as examples.  

Some of the news and information was about the new ages or events.  Sometimes it was quality of life improvements.  It was interesting to see how things like "Guild Raids" changed from early development into "Quantum Incursions".  A game feature that now barely resembles the original concept with everything guild raid-y about it now removed.

Anyways the community discussed the news and information on the official forums and people at Inno were not pleased that information was released without going through their official channels.  Part of that was Inno just wanting to shape their own narrative and part of it was to protect their relationship with paid shills who promote their game on social media.  Part of that protection was having Juber and other mods and shills (Uber youtube) actually state that there is no Alpha server.  It simply doesn't exist.  Now I don't know if they were knowingly lying to the community because they don't know how games are developed or if they knew and were just flat-out lying.  They are not stupid people so I have to believe they know but were lying.  Maybe I'm wrong and they are that stupid?

Now imagine the gaul to state such an obvious lie.  They are trying to say that an alpha/test/dev/pre-beta call it what you want server doesn't exist.  How insulting is that to the community?  Every game has an alpha/test/dev/pre-beta test server.  Do you think they develop game features and not test and refine it?  Well that would explain why some things are poorly balanced and buggy now wouldn't it.

Anyways Inno is opening aspects of this test/dev server to more people.  Here is the announcement.

Become a prototype tester!


Our development team has created a series of Event mechanic prototypes that need testing, and there's no one better to ask than you, our players.

So, we're kicking off our first-ever prototype testing, and it's easy to participate!

On April 4, all players on Beta will receive an invite in the Message Center (Official tab). Click "Accept Invitation" to register for the test, and that's it! The registration will be open until the test starts on April 14.

On April 14, all players who have accepted the invitation will gain access to the exclusive Prototype Test world where the new mechanic will be available for testing—but no other features.

Please note that by clicking "Accept Invitation" you register your consent to participate in the test and have your City layout copied to the test world. No other information other than your player ID is used in the process.

More detailed instructions on how to participate and give feedback will follow when the testing starts.

Always wanted to take a peek behind the scenes of game development? This is your chance! Stay tuned for the invite, and thank you for helping us shape the future of Forge of Empires!

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Monday, March 31, 2025

Sortable Spreadsheet with all buildings in the game updated




 

Spreadsheet has been update to include the new buildings from the 8th GbG championship and the Viking event that is currently on beta.

If you go to the first tab the new buildings are at the bottom and NOT sorted alphabetically so you can just compare them easily.

If you go to the value tab those ARE sorted so you can compare them to all the other buildings in the game.

As always the best way to use this spreadsheet is to download it as an excel file so you have your own copy.

Then highlight all the buildings you currently have in your city.

Then go to your inventory and in a different color highlight all the buildings you have there in storage.

Then when you look at the value tab you can see at a glance from top to bottom which buildings in your city should be first to go and which buildings in your inventory should be placed first because they're better than what you have.

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Season 8 GbG championship Season has been announced.

 

Six weeks ago we wrote this post about how power creep is making GE and GbG obsolete.

That was written after the GbG championship that provided Frontier Citadel and Frontier Watch buildings which are stronger than any of the ones that came before it.  The point was to discuss how the game is changing and the role power creep plays in determining what aspect of FoE provides a better value for players.  A lot of factors go into that but generally it’s this.

  1. How much time does it take to complete?
  2. What time restraints are we dealing with?
  3. What is the ratio of time/clicks vs. rewards?

GE is only 80 encounters/week so it wins on time and clicks.  QI comes in second in that you can harvest your settlement twice a day and do 30-ish fights twice a day.  GbG comes in dead last by a long-shot as average players do 2k fights/season.  Competitive players are doing 4-8k per season and top players are doing 12k +

GE provides turns and you can buy more with medals but you can complete it without buying medals by Friday of each week so it again wins.

QI limits players to quantum actions and this has some variability.  Some players get a full action bar twice a day while others get a full bar every 7hrs depending on QA boosts in city and number of houses in settlement.

As everyone knows GbG is the time sink in this game so even if someone is only doing 4k fights a season they are limited by daily attrition, waiting for sectors to open or for camps to cook and then competing for this hits with their own guildmates.  So in terms of time/clicks vs. reward the reward for GbG has to improve and it just did.

To understand this perspective it’s best to look at the “value”tab in the sortable spreadsheet.

The Forgotten Temple obtained in the GE is still the top dog and it’s not even close.  Even if you don’t value the other prized obtained in the GE (and they have recently improved) that’s fine.  It’s still worth doing 80 encounters to get the Forgotten Temple.  By the way the golden serpent statue has about the same value as the Yggdrasil lv9 so it’s definitely worth placing in anyone’s city but it takes a while to get.  The golden terrace farm is about the same value as a lv 10 Neo colossus and lv1 Lindwood Keep.

Now QI has dominated the chart here for best value buildings in terms of amount of time/clicks to obtain the buildings and just how good they are.  The neo Magnum Opus lv2 is ranked higher than lv6 Royal Bathhouse or a lv 100 Hydra or a lv 100 Pegasus on a per/tile basis.  So you can see that even SAT GB’s are going to need a boost to stay relevant soon.

By the way if anyone is wondering why the GB boosts haven’t come to live server yet just take a look at the boosted settlement buildings.  The lv6 Mughal’s temple is worth about what a lv1 Neo Queen provides per tile. 

In short even the boosted buildings have been overtaken by power creep so they don’t want to have to boost GB’s on a yearly basis to keep them relevant.  That’s a tough problem to solve because they will need a huge boost which in turn means other things have to be rebalanced.

So all that is foundational to the purpose of this post. 


Season 8 GbG championship Season has been announced.

The main prize is the Fort Imperial lv1 and lv2

You still need to win three seasons to get the lv1 and five to get the lv2.  And it’s still better to place two lv1’s and use BG charges so they make the upgrades.


Fort Imperial

  • lv 1
  • 5x5 no road required
  • 94 - 131% red and blue attack and defense
  • 150 - 195% red and blue attack and defense GE Trials
  • 100 - 130 FP
  • 750 guild goods
  • 1 fragment of upgrade kit for the next level



Fort Imperial

  1. lv 2
  2. 5x5 no road required
  3. 125 - 175% red and blue attack and defense
  4. 200 - 260% red and blue attack and defense GE Trials
  5. 150 - 195 FP
  6. 1,250 guild goods



Imperial Foundry 

  • lv1
  • 3x2 road required
  • 25 - 35 % red and blue attack and defense
  • 40 - 52 % red and blue attack and defense GE Trials
  • 64 - 69 goods of prev age




Imperial Foundry 

  • lv2
  • 3x2 no road required
  • 35 - 49  % red and blue attack and defense
  • 56 - 73  % red and blue attack and defense GE Trials
  • 96 - 103 goods of prev age

So at the top of this post we discussed how a minor building in QI (lv2 neo magnum opus) has a better value than a lv 6 royal bathhouse or lv 100 hydra per tile.  Well now the lv2 fort imperial has surpassed the lv2 neo magnum opus.

Power creep just keeps on creeping.

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Wednesday, March 26, 2025

New sortable spreadsheet with all buildings in the game as of 3/26/25

 Click here for the spreadsheet



There will be a change in the way we evaluate buildings in the “value” column.

With the influx of more buildings that provide military units it is no longer hyper-valued as it was previously.  So instead of taking the number of units divide by tiles including roads and multiplying by two we will simply remove that multiplication by two part.  So military units are still valued they are not valued as they were previously.

We are also making a change to both population and happiness.  The previous formula was to take the pop or happiness provided in SASH and divide per tile including road and then dividing by 1000.  So every 1k pop (or happiness) per tile would increase the “value” of that building by 1.  We are now dividing by 1.5k instead of 1k.

Lastly we removed the columns that were put in so people could plan their cities for niche activities.  For example red GbG fighting only.  The game now uses red and blue fighting interchangeably in all aspects (GE, GbG, QI) with some exceptions like only red fighting on continent map and only blue for city defense.

FP value calculations will remain the same in that 1FP per tile including roads is still one value point.  What we have to account for is the now multiple buildings that give a % increase to FP rewards from city collection like the Eco Sanctum and Forgotten Temple.  So while some players have very low FP from city collection some have 17k+.  One player in my guild has a city full of Eco’s and makes at least 5x that.  So what base amount of FP should we use to calculate the %?  We decided on 10k.  That will be far too low for most and far too high for some so we can adjust it later if needed.

Good of all ages are added but exclude guild goods then divided by tile including roads and will now be divided by 20 instead of 10.  Good will always be valued but their value changes over time.  In a new age there is more demand but after feedback and consideration we have decided to slightly devalue goods which in turn raised the value of fighting boosts for building evaluation.

We have also added two columns for goods and FP to take into account the new bonus structure on event buildings that add a % to city collection.  So you’ll see the raw value as a %, the estimated number of goods (or FP) then the regular goods (or FP) as per normal.  The estimated amount of goods boost is based on a city collection of 15k. 

For value calculations we will add the estimated amounts with the regular amounts.


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Monday, March 24, 2025

Viking Event on Beta



History Event is now the Viking Event

Wheel of fortune mechanic with axes instead of knives.  You and your neighbors compete for the good prizes on the board.

Earn Viking coin through quests, incidents, daily challenges and event pass.

Use coins to spin the wheel.  Throw axes and purchase rune chests.

You can throw multiple axes.  

Every time you throw an axe you get 10 points and 5 runes (formerly energy tokens).

Once all three energy bars runes are filled you can collect a reward.  You again have the ability to rebalance.  The rune you have the most of will swap with the rune you have the least of.  The cost for swaps increase with every rebalance.  It resets at midnight daily.

There are two paths to getting prizes.

Gain grand prize progress by throwing axes plus bonus 5 points for collecting runes from a single slot.

There are three powerful runes with a limited rune storage.  Once the storage is full you can no longer get additional prizes.  

Use collected runes to unlock reward chests.  The first chest is free and you can use Viking coins to open the rest.

Rewards:

Fjordstorm Wharf lv 10 makes silver upgrade to Dockyard which then makes golden upgrade to Harbor.

Since the level 10 makes it's own upgrades we'll only deal with the lv12 golden version

Fjordstorm Harbor (golden version)



  • lv 12
  • 7x4 requires road
  • houses a rare military ally
  • 159 - 180% red and blue defense
  • 219 - 240% red and blue defense GbG and GE
  • gives 50% coin production
  • 4,270 - 750,000 coins
  • 4,130 - 100,000 happiness
  • 139 - 160 FP
  • random rewards:

  • 20% 100 FP
  • 40% 100 fast troops
  • 40% 75 next age fast troops

Emberfang Totem



  • 3x3 no road required
  • 10% red attack and defense
  • 25% red attack and defense GbG
  • costs 270 - 18,000 population
  • 130 - 12,000 medals
  • 10 FP

Random rewards

  • 25% 20 fragments of finish special production
  • 30% 15 fragments of one up kit
  • 45% 5 fragments of self-aid kit

Ascended Emberfang Totem 30 days



  • 3x3 no road required
  • 50% red attack and defense
  • 90% red attack and defense GbG
  • 25% red attack and defense QI
  • 5% medals
  • 10,000 quantum coins at start
  • 20,000 quantum supplies at start
  • 3% quantum coins
  • 5 quantum units at start
  • costs 270 - 18,000 population
  • 130 - 12,000 medals
  • 65 FP

Random rewards

  • 25% 20 fragments of finish goods production
  • 30% 15 fragments of renovation kit
  • 45% 15 fragments of mass self-aid kit

Skuddeholm Stead



  • 4x3 no road required
  • costs 360 - 24,000 pop
  • gives 990 - 24,000 happiness
  • 30% blue attack and defense GbG
  • 10% blue attack and defense GE
  • 3,500 - 250,000 supplies (x2 when motivated)
  • 25 goods your age
  • 25 goods prev age
  • 50 guild goods

Ascended Skuddeholm Stead



  • 4x3 no road required
  • costs 360 - 24,000 pop
  • gives 990 - 24,000 happiness
  • 125% blue attack and defense GbG
  • 100% blue attack and defense GE
  • 25% blue attack and defense QI
  • 2% guild goods
  • 20,000 quantum coins at start
  • 5% quantum coins
  • 10 quantum goods at start
  • 5 quantum units at start
  • 3,500 - 250,000 supplies (x2 when motivated)
  • 75 goods your age
  • 75 goods prev age
  • 150 guild goods

Herringstead Gold league prize

  • 5x4 no road required
  • 50% red attack QI
  • 50% blue defense GE
  • 140% red and blue attack and defense
  • 160 goods
  • 200 goods prev age
  • 50 goods next age
  • 20 fragments of main event building (Harbor golden selection kit)

Drakkar Pyre reward for opening all rune chests



  • 4x4 no road required
  • gives 270 - 18,000 population
  • 100% red and blue attack and defense
  • 25% red and blue attack and defense GE
  • 5 - 10 goods
  • 150 goods prev age
  • random production
  • 15% 32 fragments of finish special production
  • 25% 20 fragments of finish goods production
  • 60% 20 fragments of finish all supply production

Berserker building is the sucker's prize for this event.  It comes in 4 levels so in order to get it to lv4 you need the base, an upgrade, then the lv3 called berserkers precision, then finally the forth piece called berserkers wrath.  Do not chase this item unless you want a bunch of lv3 and lv4 upgrades to a base or lv2 building you don't have.

Berserkers Wrath



  • lv 4
  • 3x3 no road required
  • gives 230 - 15,000 pop
  • 25 FP
  • 20 prev age goods
  • Random Production

  • 50% 50 goods
  • 40% 25 goods next age
  • 10% 20 blueprints


Now this should be the target for players especially players in secondary worlds as this is easy to get.  While it does have 3 unique levels it also has upgrade kits that can be applied so you no longer have the bottleneck problem with the building above.  And this one is a lot better.

Target this building on the wheel.  You can also get it from the prize lines and rune reward chests.

Oarcrest Mill lv1


  • 4x5 requires road
  • gives 150 - 10,000 pop
  • gives 3,100 - 75,000 happiness
  • 29 - 50% red attack
  • 10% coins
  • 850 - 150,000  coins (x3 when motivated)
  • random production:
  • 30% 70 FP
  • 50% 50 goods
  • 20% 75 goods prev age

Oarcrest Falls (lv2)


  • 4x5 requires road
  • gives 300 - 20,000 pop
  • gives 6,200 - 150,000 happiness
  • 129 - 150% red attack
  • 25% red attack QI
  • 20% coins
  • 1,710 - 300,000  coins (x3 when motivated)
  • 5 next age goods
  • random production:
  • 30% 125 FP
  • 50% 75 goods
  • 20% 100 goods prev age

Oarcrest Fjord lv 3


  • 4x5 requires road
  • houses rare ally
  • gives 600 - 40,000 pop
  • gives 8,270 - 200,000 happiness
  • 159 - 180% red attack
  • 50% red attack QI
  • 50% coins
  • 3,700 - 650,000  coins (x3 when motivated)
  • 50 next age goods
  • random production:
  • 30% 200 FP
  • 50% 150 goods
  • 20% 200 goods prev age

A very solid strategy for this event is to simply open all boxes as many times as you can and not worry about the prize line at all.  
You will have to acquire runes to open boxes so you will use some event currency doing that.  When you can open boxes the first one is free then it costs 200 coin to open them all.  Choose that option for all your secondary worlds.  It takes almost no time and the rewards are good.

For main worlds you have options.
  1. Go for the gold league
  2. Go for the prize line
  3. open all as many times as possible 


Eternal Market - Neon Horizon
It requires 1000 fragments and there are 1090 fragments available

150 grand prize lane
440 daily tasks
100 questline
400 rivals

  • 6x6 no road required
  • 72 % red attack and defense GE
  • 72% blue attack and defense GbG
  • 206 red and blue attack and defense
  • 10% red and blue attack and defense QI
  • gives 2,810 - 196,850 pop
  • 396 FP
  • 480 goods your age
  • 480 prev age goods
There are two allies.





Ragnar Lodbrok Lv1 Rare
  • 25% blue attack and defense
  • 25% red attack GE Trials
  • 25% blue attack and defense GE Trials



Freydis Eriksdottir lv1 Rare
  • 25 % red attack and defense
  • 25 % blue attack GbG
  • 25 % red attack and defense GbG



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Sunday, March 23, 2025

Anniversary Event for live server starting on March 25, 2025

Quests are at bottom



For the 13th Anniversary the merge mechanic is back.


We'll go over the broad strokes as this is a well-known mechanic at this point.

Gems: 

The board is filled with gems locked behind glass and a free gem that can be moved.  You can match the free gem with a locked gem of the same color and level.

You can create more free gems by using the spawner button.  It takes event currency "energy" to spawn a moveable gem.



Once you match a gem it breaks the glass and levels up.  (You can also match free gems to level up and free higher level gems behind glass.)  

Unlocking gems advance the prize bar.

Locked gems have a key part.  There are only two variables.  If you match gems with complementary key parts (color, level and type all match) it creates a full key.


Feed the keys into the converter.  The higher level gems provide more keys.  Keys are then used to unlock treasure chests.  Keys can also be obtained via the daily challenges and incidents.

It all sounds more complicated than it really is.  If this is your first time playing this event there is not a big learning curve.  Follow the tutorial and you should be fine.  There are some strategies though and we'll discuss that as we go.

There are three boosters.


Gem Mines Booster spans free gems so you are not using event currency.


Gem Pickaxe Booster breaks a higher level gem into two lower level pieces.  This is very handy when you have a lv4 gem unlocked and two lv3 gems behind glass for example.  When you break it in two it retains the key or key fragment it had originally.


Prismatic Essence Booster turns all gems of a single color into colorless gems.  These gems can merge with any color.  Once they are merged they take on the new color so they then can be put in the converter.


Treasure Chests:  I'm just going to interchange treasure chests and boxes so you're just going to have to be ok with it.


Use the keys to unlock the treasure chest.  There are always three types on offer and the bottom one is the best of the three.  Every day the first chest you unlock gives double rewards so make sure you play daily and setup the next day's double box to maximize your reward.  The bottom boxes have two variables.  Every time you unlock any box all the boxes reset.  So get your double prize daily and keep opening boxes until the better bottom box appears then stop.  The strategy here is to prime the boxes for the double reward then don't do any more until the Rival Challenges.

One note.  If you are not going for grand prize rewards but instead are after daily special then open the bronze box not the gold box.  Gold box boosts grand prize rewards while bronze box has a higher chance of daily special.  I imagine people in secondary worlds or diamond worlds will just spend minimal time and target a daily they like.

Do Not work to clear the board unless you have to for a quest.  You do get rewards for clearing the board but it's not worth the cost of event currency to do it.  However if you are playing a secondary world or a diamond world instead of going for the prize line you may want to clear as many boards as you can for the wishing well rewards.

Resetting the board.  You can do this anytime just make sure to put completed keys into the converter.  You can reset once per day for free and then it costs escalating amounts of energy for each time after that.

The key balancing act here is how to use energy.  You will have to decide for yourself how many gems you spawn and how many boards you refresh.  Make a plan and stick to it and don't get suckered into trying to clear a board.  Unless you want to buy event currency with diamonds you should be very frugal with how many gems you spawn and how many times you refresh.  Remember the Rival Challenges are very demanding in terms of using event currency "energy".  A good rule of thumb is to limit yourself to 10 gem spawns on 2 boards a day.  Or 7 spawns on 3 boards a day.  But do what you feel is best.  We've tried both and what ends up happening is the variance of the board drops will determine how many we want to spawn per board.  As a whole we found the two boards with more spawned pieces worked best but again it depends on the luck of your boards.

Prizes:

The main event prize is the Viaticum Lighthouse which is a lv 10 building.  It makes the silver upgrade fragments for the Celestial Viaticum Lighthouse lv 11 which then makes the golden upgrade fragments for the Astral Viaticum Lighthouse lv 12.  Since it makes it's own upgrades we'll only be talking about the lv 12 version.

Astral Viaticum Lighthouse

  • lv 12
  • 6x5 requires road
  • houses rare historical ally
  • gives 980 - 65000 population
  • gives 4030 - 97500 happiness
  • 88 - 130% red attack
  • 174 - 195% red attack and defense GE (here comes the GE power creep in time for the new GE Trials)
  • gives 890 - 81250 medals

random production:

  • 50% 390 goods of your age
  • 25% 32 fragments of finish special production
  • 25% 12 fragments of radiant relics selection kit


Radiant Relics Selection Kit include:

  • Helianthus Arboretum
  • Octo Orb

Helianthus Arboretum

  • 2x3 no road required
  • 39 - 60% red defense GbG
  • 39 - 60% red defense GE
  • costs 180 - 1200 population
  • gives 740 - 1800 happiness
  • 680 - 120000 gold
  • 840 - 60000 supplies
  • 45 previous age goods
  • 12 random units of your age


Ascended Helianthus Arboretum



  • 2x3 no road required
  • will decay after 30 days
  • 78 - 120% red defense GbG
  • 78 - 120% red defense GE
  • gives 20,000 coin and supply at start of incursion
  • costs 180 - 1200 population
  • gives 740 - 1800 happiness
  • 1370 - 12000 gold
  • 1680 - 60000 supplies
  • 90 previous age goods
  • 24 random units of your age


Octo Orb

  • 2x2 no road required
  • costs 1340 - 88888 population
  • gives 100 - 8888 medals
  • 23 - 44 FP
  • 23 - 44 goods


Ascended Octo Orb



  • 2x2 no road required
  • will decay in 30 days
  • 1 - 2% increase in FP production
  • 1 - 2% increase in goods production
  • costs 1340 - 88888 population
  • gives 100 - 8888 medals
  • 46 - 88 FP
  • 46 - 88 goods

* read the previous post about city collection power creep is making GE and GbG obsolete.  This 2x2 building would be worth almost 400 FP/day in my city.  Good thing it has a high population cost.


Gold League 1% Reward

Aeternum Hydropool (yes that's one word in the game)


  • 3x5 no road required
  • 300% attack and defense both red and blue for GE
  • 25% attack and defense both red and blue for QI
  • 150 previous age goods
  • 20 fragments of Astral Viaticum Lighthouse Golden Selection Kit

* It makes sense to have both blue and red QI boosts for this building to provide motivation for both blue and red teams to go for it.  The reality is though that many of us have exceeded 2k fight boosts in QI in red or blue so what's really happening is players that can dominate in one color will have the flexibility to fight both which will come in handy for guilds that are not balanced.


The shared world goal of the "Care for Tomorrow Event" will now unlock prizes instead of planting trees.



The exclusive reward in the world event is

Chamber of Quantum Transcendence

  • 6x4 no road required
  • 96% red and blue attack and defense
  • 144% red and blue attack and defense GbG
  • 5% red and blue attack and defense QI
  • 120 random special goods from your age or below.  As of Feb 5, 2025 we don't know what will replace this for people in FE and below.  We'll find out more and try to confirm prior to launch on Beta.
  • 10 fragments of the Ascended Octo Orb upgrade kit.

*now this is interesting as it's the first time we can make our own ascended upgrades

As we wrote about previously the long outdated Airship is getting an upgrade.  Well three of them to be exact.  Silver, gold and platinum upgrades.  Now one doesn't make fragments for the other so we'll deal with them individually.

The base airship from the 2020 archeology event has 11 levels.

Zephyr Airship 



  • lv 12
  • 7x3 requires road
  • 10% red and blue defense QI
  • gives 270 - 18000 population
  • gives 1490 - 36000 happiness
  • 1920 - 337500 coin
  • 270 guild goods
  • 3150 - 225000 supplies
  • 80 FP
  • 140 goods


Celestial Airship


  • lv 13
  • 7x3 requires road
  • 20% red and blue defense QI
  • gives 300 - 20250 population
  • gives 1670 - 40500 happiness
  • 2240 - 393750 coin
  • 320 guild goods
  • 3940 - 265490 supplies
  • 100 FP
  • 170 goods


Astral Airship


  • lv 14
  • 7x3 requires road
  • 30% red and blue defense QI
  • gives 340 - 22500 population
  • gives 1860 - 45000 happiness
  • 2560 - 450000 coin
  • 370 guild goods
  • 4730 - 318590 supplies
  • 120 FP
  • 200 goods


How do you get these?  

Grand prize line but more in silver and gold event pass

world challenge


Eternal Market:

Eternal Market fragments have been removed from the rival quests.

Eternal Market - Urban Horizon



  • 6x6 unique building no road required
  • 204% red attack and defense
  • 36% red attack and defense GE
  • 204% blue attack
  • 36% blue attack and defense GbG
  • 10% red and blue attack and defense QI
  • gives 2410 - 160160 population
  • 360 FP
  • 450 goods of your age
  • 450 goods of prev age

There are two new historical allies and to get all their fragments you will need to advance in the grand prize land, world challenge and of course the rival challenges.  These rare allies may seem like a downgrade from previous allies but they are lv 1 and can be upgraded later on.

Qin Shi Huang lv1 Rare


  • 25% red defense
  • 25% red attack and defense GE


Fu Hao lv1 Rare


  • 25% blue defense
  • 25% blue attack and defense GE


For those that have made it this far I have one very important piece of advice to give.  In the world event there are two types of rewards.  Global Rewards as your world reaches certain milestones and individual rewards as you unlock gems.

There is a "World Challenge Window" that will show both the world rewards and how close you are to the next milestone and the individual rewards.  Here is the important part.  The individual rewards have a counter that stops once it's full.  

If you do not collect your individual reward you will not get credit for additional gems unlocked!

Now last year after a number of complaints they added a pop-up to inform you that your individual reward was ready to collect.  We believe that will be there from the start this year and will confirm on beta but it's user beware.  There's no logical reason for this to exist other than to scam players or get them to open up the world challenge window often.


One huge caveat about all the quests.  This event appears to still be a work in progress and there have been massive changes since Beta.  Do not take these quests as carved in stone.  The list we received still had TBD as of March 23 and the format of the rival quests have completely changed.  We're sharing this "as is" so if things change then just adapt to the changes and hopefully most of it will still be acruate.

Rush quests:

  1. pay coins
  2. build 5 decorations of your age or 6 the previous age
Then we have parallel quests that can somewhat be aligned.  This image shows how to line up the tasks so five of them can be completed simultaneously.  


Here are the tasks as the above image is hard to read.

task line one
  • 15 min productions AND pay supplies
  • defeat small army OR solve simple neg AND collect supplies
  • pay goods AND 5 min productions
  • build cultural building of your age or 2 previous ages AND pay FP
  • 4 hr productions AND collect goods



  • solve 5 conflicts GE OR buy FP
  • spend FP or donate goods AND make population enthusiastic
  • solve 6 conflicts GE or moderate neg

  • win fights without lose or 8 hr prod AND 1 hr productions
  • build 2 residential buildings of your age or 3 previous age AND buy FP
  • defeat small army or moderate neg AND collect goods
  • collect 5 incidents or complete 10 productions of your age
  • build cultural building of your age or 2 previous ages AND gain population
  • win fights without lose or solve complex neg
  • spend tavern silver or pay FP into GB's AND build 3 decorations your age or 4 prev age

task line two



  • build production facility of your age or 2 prev age AND spend FP
  • 4hr productions AND pay supplies
  • collect goods or donate goods AND buy FP
  • defeat small army or solve moderate neg AND 15 min productions
  • visit 10 taverns or solve simple neg AND make pop enthusiastic
  • solve 5 conflicts GE or buy 7 FP
  • build 3 residential building of your age or collect supplies
  • recruit 2 units of your age or 3 age previous AND pay coins
  • 3 items AD or 4 hr prod AND collect goods
  • win fights without lose or solve complex neg AND spend FP
  • build 4 decorations your age or 6 age prev AND collect goods
  • 2 boosts in tavern or spend FP AND pay supplies


  • win fights without lose or collect 1200 tavern silver AND 4 hr prod
  • spend tavern silver or buy FP AND gain population
  • win fights without lose or gain happiness AND spend FP  once this is completed it goes back to one task line.
Back to one task line
  • collect 5 incidents or 2 items in AD AND collect goods
  • pay goods AND gain happiness
  • 15 min prod AND collect coins
  • win fights without lose or donate goods AND 1 hr prod
  • 1 tavern boost or spend FP AND buy FP
  • win fights or build military building of your age AND 4 hr prod
  • 4 items AD or defeat small army AND collect goods
  • defeat med army or solve complex neg AND 5 min prod


Crib notes for rush quests.  All timed quests are supplies (not goods) and not age specific unless stated.  There are production quests not on here because they had alternative ways of being completed that were easier.  At some point the "collect all" from city collection will also collect incidents so we list the incident quests here.  We also list tavern visits and AD quests so you don't get stuck behind timed lock mechanics.  We probably don't have to include the "win fights" but they're there just in case.

  • 15 min
  • 5 min
  • 4 hr
  • 15 min
  • 10 tavern visits
  • 5 GE
  • 6 GE
  • 2 units
  • 3 AD
  • win fights
  • 1 hr prod
  • 5 incidents
  • win fights
  • 4 hr
  • win fights
  • incidents or AD
  • 15 min
  • 1 hr
  • 4 hr
  • 5 min

Daily quests

  1. 4 items AD or 4 hr prod
  2. collect or donate goods AND collect supplies
  3. win battles or collect 1200 tavern silver AND spend FP
  4. defeat med army or moderate neg AND 15 min prod
  5. build 1 prod building your age or 2 prev age AND make enthusiastic
  6. recruit 5 units of your age or solve moderate neg AND pay supplies
  7. defeat med army or collect 2000 tavern silver AND pay goods
  8. 1 hr prod AND gain coins
  9. solve 7 GE or fight continent map
  10. spend 400 tavern silver or 24 hr prod AND buy FP
  11. defeat units or solve complex neg
  12. complete task (may be changed) or visit 15 taverns AND 5 min prod your age 
  13. build 1 prod building of your age or 2 prev age AND spend FP
  14. build 1 culture building of your age or 2 prev age AND gain pop
  15. win fights without lose or solve moderate neg AND pay coins
  16. donate goods or 8 hr prod
  17. pay goods AND collect coins
  18. 2 boosts in tavern or win fights without lose AND pay supplies
  19. build goods building your age or collect goods AND 4 hr prod
  20. 3 items AD or 8 hr prod AND pay goods
  21. defeat units or moderate neg AND spend FP
  22. 5 min prod (second task may be added)
  23. build 1 prod building your age or 2 prev age AND spend FP
  24. build cultural building of your age or 2 prev age AND gain pop
  25. win fights without lose or solve moderate neg AND  TBD (could be pay coin or timed productions)
  26. donate goods or 8 hr prod (second task may be added)
  27. pay goods AND collect coins
  28. 2 boosts in tavern or fights without lose AND pay supplies

Rival Quests:
The rival quests for this event have changed yet again and we're not going to bother with it.
On about the third day of the event you will get a daily rival challenge of 4 quests.  


Thank you for getting this far and good luck in the event.



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Saturday, March 15, 2025

Sortable spreadsheet with all buildings in FoE as of March 15, 2025 Includes Beta and the new QI buildings from the 2cnd championship

 For the spreadsheet click here


Update from previous to add the new QI reward buildings.

This spreadsheet is accurate as of March 15, 2025 and includes buildings that are only on Beta server right now.  If these buildings change when they're introduced on live server then we'll update again.

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Monday, March 10, 2025

Second Quantum Incursion Championship starts on Beta March 13 to May 4, 2025

 *Embargo until March 10, 2025

The map is a little different on all 12 maps in that they have 3 additional blue fight nodes and 3 additional red fight nodes that can be avoided.  
I believe everyone knows by now to go straight to garrisons then go to strongholds then go to the bosses.  The guilds that can open up the bonus nodes fast allow more people to use their quantum actions.  So unless these 6 additional fight nodes offer better prizes than the bonus nodes they are largely irrelevant with one exception.  The unorganized guilds will get bogged down on all the nodes and may never get to the bonus nodes.  You still see it now in unorganized guilds that take-out the strongholds first.

Are old rewards still available?  Mostly yes.  The old QI summer 2024 epic selection kit will be replaced with the QI spring 2025 epic selection kit which will include neo checkmate square and Neo aviary along with all the previous rewards.  (We haven't seen it yet to confirm they have all the rewards but it's supposed to.)

The end of incursion reward chests have made one change.  FP have been removed as a reward option.  There used to be a 50/50 chance of getting FP or Quantum Medals and now it's just the medals which seems like an improvement.

New buildings



Neo Kiosk lv1

  • 4x2 requires road
  • 25 - 35% red and blue attack and defense
  • 40 - 51%  red and blue attack and defense for GE Trials
  • gives 390 - 11160 population
  • 24-31 FP



Neo Kiosk lv2

  • 4x2 requires road
  • 30 - 41 % red and blue attack and defense
  • 48 - 62 %  red and blue attack and defense for GE Trials
  • gives 520 - 14880 population
  • 28 - 36 FP



Neo Magnum Opus lv 1

  1. 3x2 requires road
  2. 19 - 26 % red and blue attack and defense 
  3. 27 - 37 % red and blue attack and defense for GbG
  4. 27 - 37 % blue attack and defense for GbG
  5. *That is the information we received.  Until it comes out on Beta we can't be sure if this was an error as it would be more logical to list the red boosts separately then combine the blue boosts for GbG.
  6. 60 guild goods
  7. 24 - 27 current era goods



Neo Magnum Opus lv 2

  1. 3x2 requires road
  2. 23 - 31 % red and blue attack and defense 
  3. 32 - 43  % red and blue attack and defense for GbG
  4. 32 - 43 % blue attack and defense for GbG
  5. *That is the information we received.  Until it comes out on Beta we can't be sure if this was an error as it would be more logical to list the red boosts separately then combine the blue boosts for GbG.
  6. 90 guild goods
  7. 36 - 41 current era goods

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QI advanced settlement guide WIP

 This is not THE DEFINITIVE guide to playing QI.  This is just A guide so do what works best for you. This guide will show 8 expansions purc...

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