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.



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.

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

Diamonds in the new GE Trials per level this will be a WIP as the sample size is very small.

 

The following information will be updated as we get more information.  We have asked players in our guilds to report diamonds received, what encounter they received it and what Trial difficulty they were on.

Inno please fix giving 4 attempts at encounter 79.  Crazy idea but maybe pay diamonds instead?

Trial 1:  encounter 55 and 63 total of 90 diamonds

Trial 2:

Trial 3:

Trial 4:

Trial 5: encounter not recorded, 53 diamonds

Trial 6: encounters not recorded, 95 total diamonds

Trial 7: encounter 63, 54 diamonds

Trial 8: encounter number not recorded, 54 diamonds

Trial 9:

Trial 10:

Trial 11: encounter 63, 52 diamonds

Trial 12:

Trial 13: encounter not recorded, 51 diamonds

Trial 14: encounter number not recorded (thinks it's 63) 51 diamonds

Trial 15: encounter 63, 51 diamonds


UPDATE:

Ok so here is the response from Inno regarding diamonds in the new GE Trials.

Every difficulty level can produce between 51-90 diamonds.  The trial difficulties that give diamonds are not random chance.  They are predetermined prior to the start of GE but that predetermination is random.  What that means is if trial difficulty 3 pays off 90 diamonds for you then it will do that globally.  The trial difficulties that produce extra diamonds will not be known in advance and it is truly random so organizing something like we were trying to do here is pointless.  It's random.  Doing a higher difficulty level in hopes of getting more diamonds is also pointless, it's random.

So if you play multiple worlds and discover trial difficulty 4 paid the extra diamonds then select that difficulty on the worlds you have not yet started GE.

If players are ambitious they can organize to let other players know which trial levels to pick every week.  That would require someone finishing encounter 63 and letting people know what to pick every week.  That means players will have to wait to start GE.  It's also not fair to the players that gather the information but cannot benefit from that information.

Regardless that's the information.  There's no point in continuing this post to include more results as again, it's random.

GE Trials starting on live server March 4, 2025 Short version



This information is from Beta server and the system has already had one major overhaul.  To see what it looked like click here.  Then how it changed here and now we have what's on live server.

The entire system has been rebalanced to become a lot easier.  The rewards seem unfinished.  For example a few of us have gotten trash prizes after the 79th encounter.  Nothing like winning four more attempts when you only have one more encounter to finish.  It just seems like this isn't well thought-out and I expect a lot to change in the weeks to come.

I'll get to the things people want to know first and feel free to read further if you wish.

The diamond rewards have been nerfed to about 2/3rds of what it used to be.  The gold upgrades to the buildings below may take 40-50 weeks and by that time with power creep it may no longer be good.  

The harder the trial a player picks the better the reward they get with one huge caveat.  We've been keeping track of diamond rewards and while we got more in trial 5 than trial 1 we also got the same in trial 4 as we did in trial 8.  I have to believe that diamonds and forgotten temple fragments are outside of the reward tiers to some degree.

Lastly with Forgotten Temple fragments it appears players will be able to get the 50 fragments they need per week even at lower levels.  That will still have to be confirmed.  We want to make sure that it's a straight reward and not just a % chance but it appears that even low level trials will provide the fragments so that's an opportunity for players with low attack boosts.

Higher difficulties provide more than 50 fragments so being able to earn multiple forgotten temples will now be possible without winning one in a rival quest.

Ok so let's get to it and this first part has changed since Beta.

When GE Trials open the first eight difficulties will be unlocked for all players.  Now changed to the first six.  

And changed back to 8 again wow they are really in flux here.

We're including a table below to make it easy to select which one is right for you.  If you don't know if you can clear a trial just start one level lower and see how it goes.  Better to complete than get stuck and have to negotiate.

Negotiation can cost special goods and they are more difficult than what we were used to in the previous GE in terms of number of unit types and number of goods.  We're not fans of negotiating so that's about as far as we'll go with that.

Trial number:   enemy attack boost

T1:            0 ~      200 %

T2:        140 ~      400 %

T3:        320 ~      600 %

T4:        510 ~      840 %

T5:        740 ~    1100 %

T6:        990 ~    1380 %

T7:      1260 ~    1680 %

T8:      1550 ~    2000 %

T9:      1860 ~    2340 %

T10:    2190 ~    2700 %

T11:    2540 ~    3080 %

T12:    2910 ~    3480 %

T13:    3300 ~    3880 %

T14:    3700 ~    4280 %

T15:    4100 ~    4680 %

T16:    4500 ~    5080 %

T17:    4900 ~    5480 %

T18:    5300 ~    5880 %

T19:    5700 ~    6280 %

T20:    6100 ~    6680 %

T21:    6500 ~    7080 %

T22:    6900 ~    7480 %

T23:    7300 ~    7880 %

T24:    7700 ~    8280 %

T25:    8100 ~    8680 %

T26:    8500 ~    9080 %

T27:    8900 ~    9480 %

T28:    9300 ~    9880 %

T29:    9700 ~  10280 %

T30:  10100 ~  10680 %

Trial difficulty 8 is about where GElv5 is now so if you can auto battle now you can beat T8 but you should also expect more unit loss even when you win.  The troop composition on GElv4 seem to be a lot stronger for some reason.

You can build fortification on all trial difficulties except for T1.  We didn't get into that very much because it's easy enough to fight without it.  If you find yourself stuck and need to use the fortifications just drop a level next week.  The prize difference right now isn't worth the goods cost.

Once a player completes a trial (80 encounters) they unlock the next three difficulty levels if they are not already unlocked.  You do not have to complete all trials or do them in order.  If a rival is comming and it requires negotiations you may want to pick T1 then do T27 the next week for better rewards.  Once a difficulty is unlocked then it is unlocked for you forever even if you change guilds.

The trial difficulty is for the player to select not the guild and the championships run the same way they do now.  The first guild to get to 125% wins regardless of what difficulty level they pick.

One final note because we're being asked a bunch in our repsective guilds about the upcoming rival challengs.

The rival challeng coming on Tuesday is the last rival in our current format where we get a bunch of rival quests starting on Tuesday and have two days to complete.  If you want to read more about this click here.  Anyways this rival will have nothing to do with GE.  Sure there are some fight quests but nothing that is GE specific so no need to hold back.  

If you want to know the rival quests and our strategy recommendation for the second rival go to this page and it's at the bottom.

All the prizes and mechanics of the new GE Trials are in this orignianl post.

The changes from the original are in this post.

Just pick a difficulty level below what you believe you can defeat and go from there.  If you smash it then go up 1-3 difficulties until you hit your max.


Anniversary Event's New Rival System *** updated with Inno's response at the bottom

 

We at FoE addicts are giving the middle finger to the new blatant pay-to-win (PTW) rivals system.

Starting on day three of this event there has been a new rival questline.  We have gone from two or three rivals per event to now a daily system.  All of them had six quests to reach two milestone rewards and then two additional quests for additional prizes.  In order to get the full upgrade of the eternal market that means doing all the rivals to at least quest six for this event.

To let you all in behind the scenes a bit we have three people that regularly contribute to this site and a fourth that helps maintain the site when there are technical issues.  All of us play the game and we range from casual to hard core so that brings-in some different perspectives.  None of us want to continue doing the rivals everyday so we will stop posting the daily rival quests.  For live event we will make one big post containing the information we have here from the beta server.

We were not given advanced information on the rival switch other than a heads-up that there will be mechanic changes starting with the anniversary event.  We followed-up with Inno on Monday if this was the plan moving forward and that was yet to be determined but likely yes with some changes based on feedback from Beta server.  Well our feedback is the middle finger.  Now that seems harsh so let's break this down.

We do not object to harder quests or more quests to get the shinny object which is the eternal market upgrade.  We do not object to more of a grind that will separate casual from hard core players in regards to event rewards.  We do object to a blatant PTW mechanic and that's what this new rival system is.

If the rival quests were
  • defeat x units
  • gather goods, coin, supply
  • complete x encounters in GE
  • some minor quests in the event like unlock 3 gems or something that makes players interract with the event mechanic but is not burdensome

Those are all fine and we wouldn't complain at all.  This new rival system does not compliment a player's ability to get further in the event by providing event currency or special advantages.  On the contrary the new rival system will drain players of event currency and require them to buy more.  Let's repeat for emphasis.

The new rival system requires players to use diamonds to buy currency to complete the challenges and play at least one board a day.  The quest may as well be "spend 2k diamonds to buy 850 energy" as a daily quest.


When you look at the quests none of them seem game breaking until you realize that spawning a gem is a gambling mechanic.  These quests are not skill based or grind based they are simply go to the cash shop to buy more turns or you don't get all the fragments for the eternal market.  FOMO fear of missing out classic bullshit pay to win mechanic.

So this is what we'll be doing moving forward.  Focus on the prize line and mostly ignore the rivals.  Only play one or two boards max per day.  Do not start playing a board until the rival challenge appears.  Spawn however many gems you intend to play that board.  We are trying 8-12 so see how balanced the event is for currency and right now it's not balanced well at all.  Pay attention to the rivals in regards to what pieces you play first.  So if the quest is to unlock lv1 pieces then sure do that first.  But this is the important part.  If you cannot complete the rival without spawning more gems then just ignore the rival and play the board how you would do normally.

If this post seems negative it's because as a group we're pretty pissed at Inno right now.  We all play for different reasons but we obviously really enjoy the game and the relationships with other players we've made.  We run this site because we're players helping other players.  We do it for free.  We refuse all ads.  You don't have to register like a discord so you can't be tracked.  There's no additional information behind a paywall.  We're not sponsored.  So we have no obligation to provide cover for Inno when they do shitty things like they're doing right now with the new rival system.
If you consume any content from media influencers and they're saying this isn't that bad I guarantee you they are being paid by Inno so they are not serving the community they are serving their sponsors.

So we recommend.
1) play your normal game strategy that budgets boards and spawned gems
2) pay attention to the rival quests that can be done within that strategy
3) if you are playing the rival stop at the second milestone which gives the fragments for eternal market
4) if you complete the daily challenge do not collect on it until quest 7 of rival which may ask for 10 keys of a particular type (sometimes).  If by luck the rival quest asks for the reward given by the daily challenge that's a free quest completion for you.
5) complain about the blatant pay to win gambling mechanic so they will feel pressure to change before it comes to live server and all the following events.  You have a voice so let it be heard.  Be a pain in the ass.  Keep sending in reports.  Flood the forum and discord with complaints.  If any shills are trying to tell you it will be ok and it's not that bad understand they are not on your side.  Inno media team has paid influencers for content.  People have whored themselves out for what is laughably little money.  Recognize it when you see it and disregard anything else they have to say.

Inno's response:

Anniversary Event: Rival Balancing Adjustments

Dear Anniversary Party guests,
thank you all for already providing more feedback and participating in the polls! We have made a couple changes already partly based on the polls and partly based on data we collected since the first rival appeared.
-  We increased the time for every Rival Challenge to 2 days, decreasing the total amount of rivals (24 to 12). The first 2 day Rival Challenge will appear on the 1st of March.
-  On live the Rival Challenges will appear one day earlier than on beta.
- The difficulty for the Rival Challenge quests has been adjusted, making them more generic and easier.
-  Milestone rewards have been changed from 3 and 6 quests to 4 and 8 quests.
- The Milestone rewards have been swapped, the Eternal Market is now available after 4 quests and the boosters after 8.
-  All Energy rewards have been removed. Instead, you now gain more from the normal Event Quests , Free Energy Quest from 30 to 60 and 2. Milestone from 500 to 550 
- Fragments from Rival Challenges have been increased to allowing you to miss a couple Rivals and still be able to gain all Fragments for the full kit/ally. You now receive a total of 600  for the Eternal Market Platinum Selection Kit (was 500) and 720  for both new Historical Allies (was 600).

We hope that those changes will make the Rivals less stressful and more enjoyable to solve. Of course we still want to hear your thoughts about the Rival Challenges and the Event in general. So please make sure to provide your feedback in and for the Rival in  specifically. Thank you very much!
*Your Forge of Empires Team*

End of Inno's response




Anniversary Event 4th Rival Questline Wednesday

 Quests:

  1. free 1 locked piece
  2. pay 400 goods
  3. free 2 level 4 pieces
  4. gain 9 fire keys
  5. in a goods building finish 4 hr production 6 times
  6. free 5 locked fire pieces
  7. free 5 locked lv 1 pieces
  8. free 8 locked lv 2 pieces and recruit 20 units your age


Milestones:

after 3 quests get one prismatic essence

after 6 quests get 20 frag eternal market

Anniversary Event 3rd Rival Questline

 Quests:

  1. free 1 locked piece
  2. contribute 100 points to GB
  3. free 2 locked 2 water pieces
  4. free 10 locked pieces
  5. 15 min productioms 22 times
  6. gain 9 water keys
  7. free 20 locked pieces and 5 min productions 28 times
  8. free 5 locked level one pieces


Milestones:

after 3 tasks get 3 gem mines

after 6 tasks get 20 fragments of eternal market selection kit

Sortable spreadsheet of all buildings in the game including the Anniversary Event 2025 (event after St Paddy day)

 Click here for the spreadsheet



All buildings are accurate as of Feb 24, 2025 including the event on Beta server.

Changes from the last spreadsheet:

-added all anniversary event buildings

-corrected the platinum level of the airship to 14

-updated the heroic ally housing to specify what type of heroes they will house.  At this point that still doesn't affect the "value" table and it's obvious it should.  Now that the heroic ally system is able to increase levels by training our heroes we're almost in the final stage but not quite.  When the "traits" system is rolled-out we'll try to put a value on hero housing according to type.  So common, uncommon, rare etcetera will have their own unique values.

It is becoming clear that the newer event buildings will focus on FP and goods collection and defer the fight boosts to the hero slot but we're not there yet.

Summer Event buildings are not included in this spreadsheet as they are not yet final.  We'll update when they are.

Second Rival Quest for Anniversary Event starting on Monday


These are one day Rival quest not two days. 

Quests:

  1. free 1 locked piece
  2. pay goods
  3. free 2 locked wind (green) pieces
  4. free 5 locked level three pieces
  5. recruit 5 units from your age
  6. gain 9 wind keys
  7. free 10 locked fire pieces
  8. gain 15 water keys and 4 hr productions of your age 14 times


Milestone rewards:

after 3 quests 3 gem pickaxes
after 6 quests 20 fragments of eternal market selection kit

So there is no milestone prize for completing all 8 quests and it's misleading to only see 6 quests on the bar shown above and then there are quests after that.  










Anniversary Event Rival Quest starts on Sunday

 

Quests:

  1. free 1 locked piece
  2. make people enthusiastic
  3. free 2 locked fire pieces
  4. free 5 locked lv 4 pieces....milestone reward is 3 gem mines 
  5. 5 min productions (26 times but that could change)
  6. gain 9 fire keys....get 20 fragments of eternal market selection kit
  7. free 5 locked lv 2 pieces
  8. gain 15 fire keys


The milestone rewards are after 3 and 6 tasks but there are two additional tasks for rewards.




Level up historical allies starting Feb 19th, 2025 on Beta but I can show it to you now

 

The historical allies building is getting an update and looks like this when you click it


You'll notice the four buttons on the right we'll get to that shortly.

But first you'll notice there's a new building beside it called a Heroic Taverne (spelling may be corrected by the time it hits live server).  You will have weekly tasks you need to complete to begin levelling your heroes.  

So those tab buttons from top to bottom are as follows:

Effects tab - This is just information about your ally.  The rarity, level and boosts or effects.  You can also recall and place from this tab.

Level Up tab - this is where you level up allies.  You need resources to level them up.  Currently the max level is 100. 


The resource you need is called "heroic scrolls" which have variable XP amounts.  Right now we're limited to level 1 scrolls that give 1,000 XP.  Higher level scrolls will come later.

The third tab is the skills tab.  This is a placeholder and this feature will be introduced later on.  How this works is your heroes will have additional skills on top of the bonus they get now.

Last button is the biography tab.  It's just a quick info screen about the historical ally.

To get the historic scrolls you need to complete "Heroic Endeavors".  So go to the new building and you'll see


You'll notice the timer at the top counting down.  There are 60 total tasks that can be completed.  They will be red fight, blue fight, donate medals and FP and negotiating.  When you complete milestones you'll get additional rewards.

Once you have enough resources you go to the second tab and pick the ally you want to level up.


Next to the ally you'll see the number of scrolls you have.  You then click on the training button


and you upgrade one scroll at a time.
Or you can click on this


and use all the scrolls needed to get to the next level.

The milestone rewards are at 5, 10, 15, 20 etc up to 100.  so a max of 20 milestone rewards.

The rewards are 100 lv1 scrolls and 5/1000 fragments of a spartan soldier.  lv1 Epic with red fight boosts that vary by age.  So you can get at most 100 fragments per week to get this guy.



So if you click the attack option to get scrolls it brings up a regular fight window.  On this fight they 

have 4 units with no bonus on the first fight.  Second fight they have 4 units with a 10% bonus.  3rd fight they have 5 units with a 30% bonus.  You get the idea.  It starts off very easy.

On the 5th fight they have 8 units 150% bonus.

on 11th fight it's still 8 units one wave but they now have a 1000% fight bonus

13th fight is still 8 units but now they have a 2200% fight bonus so you can see it rise exponentially.  You are not meant to clear it easy.

15th fight is still 8 units but they have a 3000% fight bonus

16th fight is 8 units with 4000% fight bonus

17th fight is 8 units with 5000% fight bonus you get the idea.

It's the same for red and blue fighting so if your bonus mas is say 1000 then you can get over 20 quests done one on red and the other on blue.

The 18th fight was 6000% fight bonus 

The 19th fight is still 8 units but with a 7500% bonus which is where I stopped.

So then I go to the historical allies building and I see this


So you can see Alexander the Great here needs 15000 XP to go from level 1 to level 2

I use the multiple scrolls option to use 15 scrolls at a time and now it looks like this


The hero had a 25% red attack boost, 25% red attack for GbG and 25% red attack and defense GbG

After increasing the level by one all those values increased by one.

So we need 24600 XP to get to level 3 so we repeat the process.

So now we're here


The hero is level 21 and you'll notice the multi-scroll is greyed out so I don't have enough to get to the next level.

By raising the hero 20 levels I have raised all of his 3 original boosts by 20 so they're all 45% now.

Alexander is so happy he's going to make a lot of babies it's kind of what he does.  

And that's how it works.





GE Trials have changed with more changes to come

Here is the announcement of what is changing.  So far all the changes are positive.

GE negotiations are no longer broken as reported here.  

If you have not read up on the new GE Trials you can find all the information here and take in the changes below.

When you read how hard it was and how easy it is now that's not an exaggeration.

Dear Beta Testers, thank you very much for all your feedback and testing you have done for the new Guild Expedition Trials. We are now applying the following changes the the feature and would love to hear what you think. Don't forget to test the changes ingame as well!

:guild_expedition:
 There are now 30 trials available.
:attacking_all:
 The Army Boosts are no longer as harsh anymore, meaning higher trials are not as hard anymore and the scaling got adjusted.
:goods:
 Negotiation Costs and Options have also been reduced.
:forgepoints:
 Random rewards have been adjusted to be more streamline across trials.
:upgradeGoldShiny:
 You now need less boosts/goods to get to the new rewards.
:fragments:
 In the overview we now display the total amount of fragments, instead of the possible ones from an encounter.
:guild_expedition:
 Finishing a trial will now unlock the next 3 trials (instead of 2).

Those are all the changes for now. We also plan more changes already, like the introduction of a new window showing all possible rewards for a trial. Please tell us what you like or dislike about those changes in ⁠the feedback thread and do not forget to keep providing feedback on other aspects of the feature! 

Format change on this site.



 So due to the volume of views this little bog gets google AdSense wanted to put ads on it.  We made a deal with Crash Cart when we took over her old blog that we would never host any ads or paywall anything.  It's not a service like Discord where you need an account and can be tracked.  The goal is to provide accurate, timely information for other FoE junkies.

So we picked a new layout that could not show ads and that resulted in some format problems.

The biggest one being white words on a white background.  They all seem to be fixed now and this simple format is optimized for mobile now so that's a plus.

Anyhow sorry for any inconvenience and happy forging.