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

Link to spreadsheet here

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

New from last post is 

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

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

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

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

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

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

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  It's also very much out of date.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

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

There are two spreadsheets.

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

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

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

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

So let's go through all that.

Building name is straight forward

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

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

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

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

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

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

Fight boosts:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Thank you and happy forging.


Edited to add:

Finish special production requires 30 fragments.

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

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

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

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


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

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

 Strategy is simple.

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

Rival 1

Quests:

1 free 2 locked lv4 pieces 

2 win 10 battles without losing

3 free 2 locked leaf pieces

4 finish 5 -1hr productions of any age

5 free 2 locked algae pieces

6 complete 6 encounters by negotiation

7 free 2 locked ladybug pieces

8 finish 5-1hr productions OF YOUR AGE

9 free 3 locked lv3 pieces

10 win 15 battles without losing

11 free 3 locked ladybug pieces

12 finish 10-4hr productions of any age

13 free 3 locked leaf pieces

14 complete 8 encounters by negotiating

15 free 3 locked algae pieces

16 finish 10-4hr productions OF YOUR AGE

17 free 5 locked lv2 pieces

18 win 20 battles without losing

19 free 5 locked algae pieces AND gain 2 algae keys

20 finish 15-8hr productions

21 free 5 locked ladybug pieces AND gain 2 ladybug keys

22 complete 10 encounters by negotiating

23 free 5 locked leaf pieces AND gain 2 leaf keys

24 finish 15-8hr productions OF YOUR AGE

25 free 7 locked lv1 pieces

26 win 25 battles without losing

27 free 7 locked leaf pieces AND gain 6 leaf pieces

28 finish 20-24hr productions

29 free 7 locked leaf pieces AND gain 6 algae keys

30 complete 16 encounters by negotiating

31 free 7 locked ladybug pieces AND gain 6 ladybug keys

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

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

Rival 2 though is better.


Rival 2 August 6, 2024

Quests:

1 pay 200 goods AND spend 100 FP on a GB

2 free 2 locked ladybug pieces AND gain 2 ladybug keys

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

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

5 free 2 locked leaf pieces AND gain 2 leaf keys

6 complete 8 encounters by negotiating AND buy 3 FP

7 free 2 locked algae pieces AND gain 2 algae keys

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

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

10 free 4 locked algae pieces AND gain 2 algae keys

11 win 20 battles without losing AND pay 400 goods

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

13 free 4 locked ladybug pieces AND gain 2 ladybug keys

14 complete 10 encounters by negotiating AND buy 5 FP

15 free 4 locked leaf pieces AND gain 2 leaf keys

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

17 buy 5 FP AND recruit 40 units of your age

18 free 6 locked leaf pieces AND gain 6 algae keys

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

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

21 free 6 locked algae pieces AND gain 6 ladybug keys

22 complete 14 encounters by negotiating AND pay 600 goods

23 free 6 locked ladybug pieces AND gain 6 leaf keys

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

25 pay 800 goods AND buy 10 FP

26 free 8 locked ladybug pieces AND gain 12 algae keys

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

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

29 free 8 locked lv1 pieces AND gain 12 ladybug keys

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

31 free 8 locked algae pieces AND gain 12 leaf pieces

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

Fall Event Rival Questline 1


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

1 use wooden spoon

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

3 use 1 fork AND 1hr productions 18 times

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

5 use 1 spatula booster AND buy 5 FP

6 pop 10 white or green AND win 10 battles

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

8 collect to cups

9 spend 1 wooden spoon AND solve moderate negotiation

10 pop 10 green or orange

11 use 2 forks

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

13 use 1 rolling pin AND negotiate 8 encounters

14 pop 15 orange or red AND spend 200 FP

15 collect 3 cups

16 collect 2 orange or red jars with 5 star

17 spend 2 wooden spoons

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

19 use 3 fork AND negotiate 10 encounters

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

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

22 pop 20 green or orange  AND buy 20 FP

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

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

25 spend 2 wooden spoons AND win 20 battles without losing

26 pop 25 orange or red AND negotiate 16

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

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

29 use 1 rolling pin AND solve very complex negotiation

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

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

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

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




Are you in a good guild?

 



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


 Link to spreadsheet here

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

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

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

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

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

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

There are two spreadsheets.

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

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

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

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

So let's go through all that.

Building name is straight forward

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

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

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

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

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

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

Fight boosts:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Thank you and happy forging.


Care Event 2024 updated for live server event starts July 21, 2024

 Name changing to "Care for Tomorrow Event" scheduled for June 13th to July 4 for Beta

embargo until June 8, 2024

originally published June 8, updated July 18 for live server with changes to prizes.

All changes are bold, italic and underlined to make it easy.

There will be two Rival Quest lines and both demand a lot of event currency.  There will be less event currency on live server than what we had on beta so I'd suggest if you plan to do the Rivals then to only do 2 boards per day and save that currency.  Unless of course you plan to buy a lot of currency with diamonds.

There's a reminder further down but I'll put it up top here in case people don't make their way to the end.

You get milestone rewards at 20 merges.  If you do not collect them it will stop accruing progress until you do.  About half-way through Beta a pop-up began to appear telling people to collect the world rewards.  I suspect the live server will have that from the onset.  If you play this event even casually you're virtually guaranteed to get that world reward unless you don't collect.  At that point it's on you as you've been warned.


Main building is Eco Hub 7 levels, silver version is Eco Center, gold version is Eco Sanctum 

so 9 total levels

The main building at lv7 makes silver pieces.  The silver building makes gold so only focusing on the gold version as we will all have that in time.

6x6

Gold version in Titan age 
  • costs 19,500 population
  • gives 89,700 happiness 
  • 3% FP production (excludes GB's right now, this may change)
  • 39,000 medals
  • 145 FP
  • 215 next age goods
  • 30 next age units
  • 25 % chance of getting 28 fragments of Finish Special Production
  • 75% chance of 4 fragments of Earth's Guardians Selection Kit

Earth Guardians Selection kit gives an option of Earth's Eden or Green Guardians Market

Green Guardian Market 

Gold Event Pass

 at lv1

  •  3x3 no road required
  • cost 9000 population
  • gives 22,500 happiness
  • 20% red attack and defense  REMOVED FOR LIVE SERVER
  • 30% red attack and defense GbG  INCREASED TO 50%
  • 30% blue attack  REMOVED FOR LIVE SERVER
  • 42% blue attack GE   INCREASED TO 72%
  • 180,000 coins
  • 54 same age goods

At level 2  Name is now "Ascended Green Guardians Market"

  •  3x3 no road required
  • cost 9000 population
  • gives 45,000 happiness
  • 18% red attack QI  REMOVED FOR LIVE SERVER
  • 40% red attack and defense  REMOVED FOR LIVE SERVER
  • 60% red attack and defense GbG   INCREASED TO 75%
  • 60% blue attack   REMOVED FOR LIVE SERVER
  • 84% blue attack GE   INCREASED TO 108%
  • 180,000 coins   INCREASED TO 360,000
  • 108 same age goods   DECREASED TO 81%
  • Will revert to Green Guardians Market after 10 days

The names and stats can all change as it leaves testing and enters Beta server but to give an example of where we are right now.

Earth's Eden


only available in Silver Event Pass

  •  3x3 no road required
  • costs 10,500 population
  • gives 26,250 happiness
  • 40% red attack  REMOVED FOR LIVE SERVER
  • 44% red attack GbG    INCREASED TO 84%
  • 30% blue attack and defense  REMOVED FOR LIVE SERVER
  • 44% blue attack and defense GE   INCREASED TO 74%
  • 105,000 supplies
  • 21 FP

 

 

Ascended Earth's Eden

In Titan Era and motivated

  • Costs 10,500 population
  • adds 52,500 happiness
  • 80% red attack        REMOVED FOR LIVE SERVER
  • 88% red attack GbG     INCREASED TO 126%
  • 21% blue attack QI quite the jump from the previous events    REMOVED FOR LIVE SERVER
  • 60% blue attack and defense    REMOVED FOR LIVE SERVER
  • 88% blue attack and defense GE   INCREASED TO 148%
  • 210,000 supplies
  • 42 FP
  • Will decay into Earth's Eden after 10 days


League reward buildings:

Evergreen Hover Express

exclusively a league reward

lv1

  • 2x3 no road required
  • 125% red attack  REMOVED FOR LIVE SERVER
  • 140% red defense   REMOVED FOR LIVE SERVER
  • 150% blue attack   REMOVED FOR LIVE SERVER
  • 15% blue defense in QI
  • 120 FP    DECREASED TO 75 FP
  • 150 same age goods  DECREASED TO 75
  • 5 Eco Hub Selection Kit fragments (150 required)
  • gives 30,000 population
  • ADDED TO LIVE SERVER
  • 90% RED ATTACK GBG
  • 105% RED DEF GBG


lv2

  • 2x3 no road required
  • 150% red attack   REMOVED FOR LIVE SERVER
  • 165% red defense   REMOVED FOR LIVE SERVER
  • 175% blue attack   REMOVED FOR LIVE SERVER
  • 20% blue defense in QI
  • 135 FP   DECREASED TO 90 FP
  • 165 same age goods   DECREASED TO 90 FP
  • 10 Eco Hub Selection Kit fragments (150 required)
  • gives 37,500 population
  • ADDED TO LIVE SERVER
  • 105% RED ATTACK GBG
  • 120% RED DEF GBG

 

lv 3

  • 2x3 no road required
  • 175% red attack   REMOVED FOR LIVE SERVER
  • 190% red defense   REMOVED FOR LIVE SERVER
  • 200% blue attack   REMOVED FOR LIVE SERVER
  • 25% blue defense in QI
  • 150 FP  DECREASED TO 105 FP
  • 180 same age goods   DECREASED TO 105 FP
  • 20 Eco Hub Selection Kit fragments (150 required)
  • gives 45,000 population
  • ADDED TO LIVE SERVER
  • 120% RED ATTACK GBG
  • 135% RED DEF GBG


Ok so what's the event?  It's a merge game similar to the anniversary event.  Names and graphics are changed but if you know how to merge then you know this event.

 


This event features the return of the merge mechanic! When the event starts, you will gain access to a board full of fascinating pieces. Most of these pieces will be locked in place behind the glass. To break the glass and unlock the piece, you need a moveable matching piece of the same type and level.
 
 
To get the moveable piece, click on the Spawner button.This button will use Workers to spawn the piece. You can then use this newly spawned piece to "break the glass" and free up a locked piece of the same size and color. Doing so, you will also level up your piece and can use it to continue merging. Every new merge with a locked piece will also get you a small reward and Grand Prize progress. The higher the level of the piece, the bigger the reward!
 Note: pieces will get you different type rewards depending on their type. Check out the Cheat Sheet under the board to see which rewards you can get!
 
Each locked piece will also come with a key part: either a top part or a bottom part. Pay close attention to these when you are choosing which pieces to merge! If you merge two pieces with key parts, those parts will be combined into a full key. But remember - to make a full key you need to merge a top part and a bottom part, as well as matching the colors and sizes of the pieces.

 Feed the pieces with a full key into your Converter to remove the piece from the board and free up the key. Keys can be created on pieces of many sizes, but the bigger the piece, the more keys you will get for converting that piece! You can also receive one per day from Daily Challenges.

Event Currency:

  • You need leaf keys to open chests.  Get them from merging in converter and daily challenges.
  • Workers are collected from quests, incidents and spending diamonds.  These spawn new pieces on the board and reset board.
  • Algae Keys are needed to open valuable chests.  You get these from merging algae pieces with fully merged keys.
  • Ladybug keys are collected from putting ladybug pieces with fully merged keys into the converter.  (Can also get them from daily challenges).  Also used to open valuable chests.

Rival Challenges Currency:

  • Spawn pieces without spending any workers
  • Break down a higher-level piece into two lower level pieces.  Any key pieces or parts are retained on lower pieces.
  • Converts all pieces of the same family on the board into rainbow pieces.  Rainbow pieces can be merged with any other piece but their keys are NOT converted.


World Rewards:

 Unlock pieces on the board.  All 234 game worlds can plant 200,000 real world trees (900 per world) by meeting objectives.


Important Note:  There is world progress and individual progress.  

Global rewards: are unlocked when your world reaches a new level and you have completed the minimum amount to qualify.

Individual rewards: Can be collected every time you reach a milestone of 20 progress.

  **** Once you reach that 20 progress you have to collect or you will lose all additional progress.  Once you collect then the counter resets and your progress starts counting again.

 




All players will contribute to world progress.  In early Alpha this event was called "World 2024"

Every player will have to complete a minimum amount of tasks to claim the world prize.  Each task completed contributes to collective world progress.  Higher world levels unlock better rewards.

Orchard of Orange Dreams is the World Challenge Prize

  •  5x5 no road required
  • 250% red defense     REMOVED FOR LIVE SERVER
  • 5% red and blue attack and defense for QI
  • 375% blue defense   REMOVED FOR LIVE SERVER
  • 200 goods of same age  DECREASED TO 140 FP
  • 125 FP
  • gives 87,500 population
  • gives 125,000 happiness
  • ADDED TO LIVE SERVER
  • 200% RED DEFGBG
  • 300% RED DEF GE
  • 300% BLUE DEF GBG
  • 200% BLUE DEF GE

 

Four other decaying buildings will be introduced with this event but will not be exclusive to this event.


Chrono Column 

Obtained in finished board prizes

2x2 buildings

 Active 

  • expires after 10 days
  • 25% red and blue attack and defense QI    DECREASED TO 20%
  • 250 QI action points on collection   DECREASED TO 200
  • 20% red and blue attack and defense for QI!!!    REMOVED FOR LIVE SERVER
  • 5% quantum supplies and coins increased production   DECREASED TO 4%
  • ADDED TO LIVE SERVER
  • 40,000 COIN AND SUPPLIES AT INCURSION START
  • 20 Q-GOODS AT INCURSION START
  • 10 Q-TROOPS AT INCURSION START

You must place this event in your city prior to a QI start.  If you place it while QI is running it is just a decoration.


Inactive

  • just a +250 happiness building so store and plant when you have another upgrade


Wish Fountain Active 2x2

Obtained in finished board prizes

 

produces random chest that includes one of the following

  • 50 FP 
  • 200 previous era goods
  • fragments of event buildings there are too many to list but there's a lot of them
  • limit of 50 collections then degrades


Wish Fountain Inactive 2x2

 

  •  250 happiness

 

 Quests may change for live server but I'm told that isn't likely.:

1 pay supplies

2 pay supplies

3 1 unit your age 2 units previous age

4 collect coins AND donate goods to treasury or 15 min productions

5 5 decorations of any age AND collect goods

6 defeat small army or moderat negotiation  AND 5 min productions of any age

7 collect supplies AND units of your age or age below

8 build 2 residential buildings AND spend FP

9 collect goods or donate to guild treasury

10 collect 4 incidents or visit 12 taverns  AND gain happiness

11 8hr productions of any age 24 times AND add population

12 buld 2 goods buildings

13 buy FP AND collect supplies

14 exchange items in AD or 4 incidents AND pay supplies

15 5min production of CURRENT AGE or 18 prev age AND motivate/polish 35

16 win x battles or gather goods

17 spend tavern silver or infiltrate sectors AND gain population

18 defeat medium army or solve moderate negotiation  AND 15min productions of any age 18 times

19 win battles or build military building

20  pay supplies AND make sure your people are enthusiastic

21 pay coins AND 4hr production of any age 24 times or 4 items in AD

22 aquire 3 sectors of continent map or defeat 96 units

23 aquire goods or donate to treasury  AND 5min productions of any age 18 times

24 collect coins AND buy FP or spend tavern silver

25 defeat units or donate to treasury

26 10 productions of YOUR AGE (any duration) or 5 incidents AND collect supplies

27 build 3 residential buildings of your age or gather supplies

28 lv1 GE or defeat medium army

29 aquire goods AND 12 taversn or 50 polish/motivate

30 aquire goods AND spend FP

31 pay coins AND 12 8hr productions of any age or 2 items AD

32 aquire units or 2 boosts in tavern AND pay supplies

33 win x battles without losing or collect tavern silver AND 12 8hr productions any age

34 collect goods or donate to treasury  AND collect supplies

Daily Quests

35 4 items AD or 8hr productions 22 times of any age

36 Build 4 decorations from YOUR AGE or 6 age below AND pay supplies

37 Spend tavern silver or build 3 residential buildings AND spend FP



Space Age Space Hub coming soon to a Beta server near you

 Get ready Beta players to start exploring the new map for dark matter


Goods:


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


Part that is subject to change:

-Power shot, stealth and contact is out as of now.

-Keen eye is in

-All units can hit all units

-It's designed to make all units viable

-8 Fast and 2 Long-range+rogue tested best in that order

- if any of the above special abilities are brought back then obviously that changes the equation


More pictures here

Rival Questline after Cares Event Beta launches on July 9, 2024

 


Fragments of forgotten temple given at 8, 16, 24, 32

1 Pay goods get 2 attempts

2 Recruit 10 units from your age get GE kit

3 1hr productions five times get greater ritual flame

4 Complete 8 encounters by fighting or negotiating get feathered serpent chain kit

5 Buy 5 FP get 2 attempts

6 Contribute 100 FP to GB get GE kit

7 10 1-hr productions FROM YOUR AGE get 6hr mass supply rush

8 complete 8 encounters by fighting or negotiating get feathered serpent statue selection kit

9 pay goods get 2 attempts

10 recruit 20 units from your age

11 4hr productions 15 times get divine sky watch

12 complete 8 encounters by fighting or negotiating get feathered serpent statue chain kit

13 buy 5FP get 2 attempts

14 200FP to GB get GE expedition 2 kit

15 4hr productions from YOUR AGE 20 times get 6hr supply rush

16 complete 8 encounters by fighting or negotiating get feathered serpent selection kit

17 pay goods get 2 attempts

18 recruit 30 units from your age get GE 3 kit

19 8hr productions 25 times get greater ritual flame

20 complete 8 encounters by fighting or negotiating get feathered serpent statue chain kit

21 buy 10FP get 2 attempts

22 contribute 300FP to GB get GE 3 kit

23 8hr production from YOUR AGE 30 times get finish all supply productions

24 complete 8 encounters by fighting or negotiating get feathered serpent selection kit

25 pay goods get 4 attempts

26 recruit 4 units PREVIOUS AGE get GE 4 kit

27 24hr productions 35 times get divine sky watch

28 complete 8 encounters by fighting or negotiating get feathered serpent statue chain kit

29 buy 10FP get 4 attempts

30 contribute 400FP to GB get GE 4 kit

31 24hr production FROM YOUR AGE 40 times

32 complete 16 encounters by fighting or negotiating get feathered serpent selection kit

 

I don't know about you but having to use all these finish supply productions are making Rival Quests not worth doing.  To me this is too much for one temporary building.  None of the rewards along the way are worth anything.  I only included them to show how worthless this Rival Quest line is.   

The one thing I wanted to mention as it's new to FoE is requiring production of units from the previous age.  Can we all agree that this is a bullshit idea?  No?  Of course not we can't all agree on anything but it is.  Unless.....they introduce step-down kits!  Oh snap then we can use a step down kit on a winter pyramid and then a self-aid kit and then a finish special production then we can complete these challenges fast!

That's awesome right?  I mean we get a GE 4 kit!  Then we get to decide if we want to keep it the previous age for future quests rendering the troop production useless in our cities for maybe 360 days a year or just age it up and down as needed.  Yeah that sounds great so we can get...check notes...a GE 4 kit.

I'm not even going to talk about all the same age productions.  If that's your jam then you'll be loving this rival.  I think it sucks.