So what’s new and exciting?

 

This will be a post similar to the previous one where we just group a bunch of upcoming changes to the game.  

https://forgeaddicts.blogspot.com/2024/11/some-notes-about-what-we-will-see-in.html

We’ll try to give new information with every post so if you want the older information you’ll have to click the links above.  We will however tread old ground when some of that information changes which is common during the development process.

QI Buildings

Neo Checkmate Square 3x3





And

Neo Aviary 2x4

The values are known but let's wait until it at least comes out on Beta as both of these buildings are likely to change.

Both have 2 levels and like all other QI buildings are well-worth placing in any city.  If people are still hesitant to play QI you really are missing out on some of the best prizes in the game.

Why do we believe that the current stats will change?  Well the lv 2 Neo Aviary gives the following bonus:

  • 23 FP
  • 42% red and blue attack and attack defense
  • 73% red and blue attack and attack defense for GE
  • 10 units of the next era (20% chance of each unit type fast/ranged/melee/artillery or light)

That seems like a lot for a 2x4 building so we'll see.


Wildlife Event starts on Dec 16, 2024 on Beta server.

Some info here

https://forgeaddicts.blogspot.com/2024/11/some-notes-about-what-we-will-see-in.html

Remember every event will give 1000 fragments of Eternal Market so if you want to get one fully levelled you will have to participate in all aspects of an event including Rival quests.

We'll put out a page closer to launch.


St Patrick's day event has a lot of information available but we'll post closer to launch on Beta.

You have a chance to bring the Eternal Market to lv3 with this event and the Celtic Farmstead is getting some love and QI bonus.


More to come closer to launch but don't delete any old event building because what is old is new again.  Just keep in mind that while you can get an upgrade if you progress far enough on the quest line most of the upgrades are behind the event pass paywall.



Updated sortable spreadsheet with some changes

 The link to the sortable spreadsheet is HERE.



There are some changes made by request and it makes sense to make those changes.

Troops given is now added as a sortable column and they will be incorporated into the "value" of each event building in represented by total troops x2/tiles including road.  The x2 may be increased to x4 or more depending on feedback.  Once the troop column is fully implemented it's easy to just change the formula.  With more and more people deleting Traz it just makes sense to not only value troop production but to find a way to value it accurately.  So the x2 is a starting point that will most probably change to a higher amount.

People not in the latest age will also value buildings that give next age troops higher.  People without a traz will value buildings that provide rogues specifically higher.  Same for SASH players with range units or SAT players with fast units.  It would be impossible to factor that type of personal preference into "value" but you are free to do that yourself.

The other change is goods will be devalued.  Previously 1 good = 1 FP = 1 fight boost = 15000 population = 15000 happiness

Now 4 goods = 1 FP = 1 fight boost = 15000 population = 15000 happiness

The reason for both changes should be obvious.  The good news for people who value buildings using their own metrics the first tab in the spreadsheet is just the raw numbers.  You can sort by whatever metric you wish.  If you download the spreadsheet you can also change how "value" is calculated to it can perfectly reflect your play style.

Some notes about what we will see in first quarter 2025 in FoE

Before we go to 2025 though we have to let you know that historical allies are changing again.  Boudica in the Winter Event on Beta has been nerfed.  They changed it from giving QI bonus to attack and attack def bonus.  As you all know QI bonus is far more rare and thus valuable.  It's another bait and switch on Beta players which is unfortunately becoming more common.

We asked if there will be a way to get missed fragments of historical allies at a later date.  You probably have multiple allies that you cannot place because you didn't collect all the fragments.  The answer was non-committal for two reasons.  

1) they want people to play the rival quests, event quests and advance far enough in event progress to attain the historical ally.  It's supposed to be hard and not everyone will get them or all of them.

2) The power creep is such that the older allies will have no value so putting those fragments as rewards won't be very valuable.  There may be a hero type selection kit in say 6 months.  So it would look like the selection kits we get now for say Halloween event where you can pick from all the old items.  From what we're told it would appear as a daily prize in future events and sorted by type so common, uncommon, rare etc.  There would be say 50 fragments and you can apply them to whatever hero you want as long as the type matches.

The way allies are going to work will change as well.  They will have base abilities and then up to three optional abilities that you can select.  If you have multiple heroes housed in your city you can stack those options. 

"Once an ally gains access to special skills, you can choose from 3 random skills. Selecting the same skill multiple times increases its level and strength."

Here are the new heroes.

Teuta has a new portrait to reflect her new abilities



Empress Jungu



Hesiod


2025 event news

Wildlife Event 2025

Wildlife event is back.  Here are the new portraits and the one with the panda is behind the silver event pass.













We'll preview the buildings before they come to Beta server.  As of right now the main event building is 11 levels and there are side buildings.

Main event building lv 11




side building lv 2




second side building lv 2


This side building is a bit of a mystery.  Here it is at lv 1.  We suspect it may be multi-event panda reserve type building.  Still too soon to say.


If you are following the Winter Event on this blog or playing it on Beta you'll know the Eternal Market is an incredibly overpowered building that will span 10 events.

Now before we get to the next item let's look back at this game starting about two years ago.  At that time the eagle mountain event building was by far the best event building to place in your city.  It had everything and it was well sought after.  Then Inno started the pronounced power-creep and introduction of blue fighting stats along with red fighting stats in anticipation of GElv 5.  Anyone that has played this game for years remembers what it was like to get the BIS (best in slot) event building and how crushing it was to use store item on them all 6 months to 1 year later.

Now the Eagle Mountain is going to get the same treatment as the Abandoned Asylum and the Hero's Tavern where you can get a golden level that (as of this time) provides a permanent QI boost.  Red QI for Eagle and blue QI for Bear Mountain.



The two events preceding the wildlife event (Halloween and Winter) were lazy events meaning you can just do all the quests and spend event currency in one day if you want to.  The wildlife event will have a ticket bar that refills every (looks like 10 hrs now) and then stops until you spend tickets.  So at the very least this looks like a daily play event and the candy crush mechanic makes it a time-consuming event

Which leads us to the event after which is the St. Patrick's Day event.  This one is interesting as there will be a huge contrast in play styles.  It has the same event mechanics that we should all now be familiar with but you now have a choice.  You can baby-sit your towns and complete 18-23 of them depending on how you want to use your managers (and how much you want to spend).  Or you can complete 4-5 towns and focus on opening all the boxes after you complete a town.

Blue fighting in GbG is here

 

After talking about blue stat fighting in GbG for almost two years it's finally here but with a new format than originally planned. So let's get into it.

It starts on Beta Nov. 14 and it will not be a blue map it will be a mixed map.  This change will allow players who have not yet adapted their cities for blue stat fighting to participate in GbG while allowing players that have adapted to excel on the new maps.  Yes maps plural because they're all going to be mixed fighting.

There's a lot of news and we'll copy/paste the announcement below but we want to highlight some of the changes that are different than what was previously planned.

Will there be a league above diamond league still?  Yes and no.  Instead of a division above diamond there will be two special championships (3rd and 6th) where the top four guilds will be on one battleground, then guilds 5-9 will be on their own battleground, then 9-12 will be on their battleground.

It's part of a matchmaking overhaul that will be detailed below but what it means is 2/6 championships will either be death matches for top guilds or opportunities to win for guilds not at the top.

The UI is changing, the province buildings are changing, the leagues are changing and the costs are changing and not for the better.  Again the details are below but now where a guild is ranked will affect the cost.  Let me repeat that.  Guild ranking will affect cost of province buildings.  

Lastly because so many of us can hit 250 attrition with same age troops they are increasing attrition levels from 250 to 300.

Here is the official announcement.  We'll update again before it comes to live server.  There's no real way to test the new matchmaking system on Beta because there aren't enough competitive guilds so expect that to be a WIP on live server.



The Guild Battlegrounds update 2024!

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Enjoy the updated Guild Battlegrounds starting from the newest GBG season kicking off on BETA on November 14th! 

With this update, we aim to refresh the GBG and address notable community feedback where possible. Continue reading to find out what awaits you in the new season!

Introducing Defensive Army Boost

To allow you and your Guild to use all your army boosts to the fullest, we're introducing defensive army boost to all GBG maps! 

This means that at the start of GBG, and every time a province is captured by a Guild, the system will choose whether an offensive or a defensive army boost will be required to fight on that province. As usual, the defensive boost is indicated by blue symbols, and the regular offensive boost — by red. 

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The GBG map will influence the provinces' predisposition towards one bonus or the other:

  • The Waterfall Archipelago map will have a higher chance of a defensive army boost.
  • And the Volcano Archipelago map — a higher chance of an offensive army boost.

As the required bonus changes from one province and map to another, both players with a more "traditional" offensive and those who employ a newer defensive strategy will be able to apply their skills flexibly depending on the needs of their Guild. In addition, your unused defensive bonuses will finally have a proper application.  

Matchmaking Enhancements

To improve your GBG experience and address popular community feedback where possible, we're introducing matchmaking changes in this update. Please remember that the opponent selection is inevitably heavily influenced by the number of Guilds and their power in any given game world, so repetitive and challenging matches that pose a concern for some of our players will still be possible. We aim to make those situations less common by introducing a so-called "avoidance" mechanic:

  1. All possible Guild pairs are gathered into a list.
  2. That list is then compared to the historical match data and all Guilds are split into groups defined by their "match count", using 0 for Guilds that haven't matched yet, 1 for 1 match, and so on.
  3. Guild groups based on the number of matches get sorted in ascending order, i.e. Guilds that were formerly matched once against one another form a group 1 and so on. Within every group, Guild pairs are also ordered randomly.
  4. The fewer previous matches a pair has, the higher the matchmaking priority for that pair.

This procedure results in a prioritized list of contestant pairs, favoring those who have matched less frequently (or not at all).  

In addition to this mechanic, we are also adjusting the League points ranges and introducing a narrower threshold for keeping one's spot in rankings, as well as expanding some of the Leagues: 

Current League ranges:

League

Start

End

Copper0100
Silver101350
Gold351650
Platinum651900
Diamond9011000

New League ranges:

League

Start

End

Copper0200
Silver201500
Gold501800
Platinum801999
Diamond10001000


Diamond League special matchmaking mode

Twice per every GBG Championship, in the 3rd and the 6th seasons, Diamond Guilds will experience a special matchmaking mode, reserved for our most competitive players.

During those seasons, Diamond League Guilds will be put into a separate pool, ignoring the general matchmaking rules, and matched against one another in the order of their ranking in 4-Guild increments: top 4 Guilds first, then 5-9 Guilds, 9-12, and so on depending on the size of the League.

In this mode, no League points will be deducted from Guilds participating in this mode, no matter their final placement. Only Guilds participating in this mode will have no League points deducted. For the rest of the Guilds, the regular matchmaking process applies, as well as regular League rules. 

In cases when the game can't fill a Battleground with only the Diamond Guilds, top Platinum Guilds will be also involved in the matches. On smaller worlds, where the Diamond League is too small, the special mode will not apply.

To recognize that this matchmaking mode is active, look for this icon in the GBG welcome window at the start of every third season:

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Usability Improvements

Map and Province visual overhaul

As you may notice from one of the screenshots above, the GBG map now offers an improved detailed view that will be enabled by default after the update. Thanks to this view, you can now more easily see crucial details about every province:

  • type of army boost (offensive or defensive);
  • coordinates;
  • number of province buildings;
  • chance to gain attrition.

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Should you prefer a cleaner look, you can easily disable the detailed view by clicking on the corresponding button on the GBG HUD:

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The province info window has also received an upgrade for a more streamlined and detailed look, featuring both information already visible on the map and the following additions:

  • Ignore and Focus guiding markers that can be set for each province by players with corresponding rights;
  • when available, the name of the Guild that owns the province;
  • the amount of total Victory Points generated by this province (the amount will vary depending on the presence of VP boosts);
  • information on up to SIX the Besieging Guilds and lock timer;
  • reward chances;
  • province buildings menu.

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Those UI changes stem from another common player request to improve GBG usability and interface. Aiming to improve your experience and further facilitate faster battles, we have also moved the elements of the Province window around so that they fit better together. 

Reward pop-up removal

Currently, every time you receive a reward for a GBG encounter, you face a familiar pop-up describing what you received.

We often hear from our players that those pop-ups disrupt the battling flow in a high-paced environment like GBG. As a response to this feedback, with this update, we're replacing the pop-up with a reward banner that will temporarily flash at the bottom of the game window. In conjunction with the previously introduced improvements, such as hotkeys, this change will allow you to battle faster and easier than ever before.

Note: should you need to view the reward details, you can do that by clicking on the Chest icon on the reward banner.

Province Buildings Overhaul

Cost and Victory Points scaling

Currently, all province buildings require the same costs and yield the same number of Victory Points regardless of a Guild's position in the ranking. To ensure a more cohesive and fair Goods spend and the corresponding Victory Points reward, after this update we will scale both in accordance with a Guild's place in the rankings. To achieve this, both the base Province building costs, as well as the Victory Points yield will be multiplied using Leagues' specific multiplier:

LeaguesBuilding cost multiplierVictory Points multiplier

Copper

0,10,1
Silver0,20,2
Gold0,30,3
Platinum0,50,5
Diamond11

Note: the number of Victory Points a Province can generate remains a random value, however, we have decreased this randomness by raising the min and max values in the selection range for each Province. 

New ability

We are expanding the selection of Province building abilities with a brand-new addition that will allow some buildings to generate extra X Victory Points for the Guild that owns them. Naturally, the ability needs buildings to be attached to, so we're adding six new buildings to account for that:

Conquered
provinces

Basic Field Outpost

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Regular Field Outpost

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Advanced Field Outpost

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Starting
province

Basic Guild Fortress

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Regular Guild Fortress

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Advanced Guild Fortress

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This increase will work by adding a flat value of extra Victory Points to the base number of points a Guild generates. From that value, the game will calculate the final Victory Points reward using available percentage-based abilities that boost VP yield. The final reward is also determined by the Victory Points multiplier described in the previous paragraph.

In addition, we have also decreased the randomness in the number of assigned building slots to ensure you can take more advantage of the new additions. 

New look

Finally, all Province buildings will receive a visual overhaul as well, further supporting our aim to facilitate a clean and modern look for Forge of Empires.

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New attrition levels

Last but not least: with this update, 50 new attrition levels will be added, raising the total number of levels to 300.