Battleground Trials coming to Beta on July 10, 2025

 Embargo until July 7, 2025

People already know how the trials work in GE so this should not be that much of a learning gap for the transition to GbG.

How it works is pretty simple.  

The player choses the GbG trial difficulty level every day.  The following is from testing and may change before Beta.

You first select a trial level.




So when GbG starts you will have to pick a trial level.  You can then change that level anytime but the change won't take affect until after server reset.  So you cannot for example pick trial 3 then go to trial 1 when your attrition become onerous.  

Trial level determines the following about the enemy:

  • their flat boost (red and blue attack and defense).  Attrition works as it always has and the enemy boost with higher attrition is added to their flat boost value
  • their % boost multiplier
  • their critical hit % on you

So to make is simple

total enemy fight boost = (attrition * boost multiplier determined by trial level) +flat boost determined by trial level


Before every encounter you will have the option to see the difficulty.



You can see the current trial is 3 and all the modifiers at that level and also the total enemy boost.

Trial Difficulty Modifiers


TrialEnemy Army Boost Modifier
Enemy Army Boost Multiplier
Enemy Critical Chance
Negotiation Multiplier
Rank Points Multiplier
1010,00%12
22510,00%12,1
3501,10,00%1,12,2
4751,10,00%1,12,3
51001,20,00%1,22,4
61251,20,00%1,22,5
71501,30,00%1,32,6
81751,30,00%1,32,7
92001,40,00%1,42,8
102251,50,00%1,52,9
112751,51,00%1,53
123251,62,00%1,63,1
133751,63,00%1,63,2
144251,74,00%1,73,3
154751,75,00%1,73,4
165251,86,00%1,83,5
175751,87,00%1,83,6
186251,98,00%1,93,7
196751,99,00%1,93,8
20725210,00%23,9
21825211,00%24
229252,112,00%2,14,1
2310252,113,00%2,14,2
2411252,214,00%2,24,3
2512252,215,00%2,24,4
2613252,316,00%2,34,5
2714252,317,00%2,34,6
2815252,418,00%2,44,7
2916252,419,00%2,44,8
3017252,520,00%2,54,9
3118502,521,00%2,55
3219752,622,00%2,65,1
3321002,623,00%2,65,2
3422252,724,00%2,75,3
3523502,725,00%2,75,4
3624752,826,00%2,85,5
3726002,827,00%2,85,6
3827252,928,00%2,95,7
3928502,929,00%2,95,8
402975330,00%35,9
4131253,132,00%3,16
4232753,234,00%3,26,1
4334253,336,00%3,36,2
4435753,438,00%3,46,3
4537253,540,00%3,56,4
4638753,642,00%3,66,5
4740253,744,00%3,76,6
4841753,846,00%3,86,7
4943253,948,00%3,96,8
504475450,00%47


Rewards are changing and there are two separate paths for them.

1) rewards per encounter.  You have a % chance to earn a reward from every battle/neg you complete and it's based on your trial level.



2) End of season guild placement rewards.



Instead of getting random rewards per encounter you now get battleground coins in silver, gold or platinum.  The higher the trial the more coins and proportion of gold and platinum.

You then go to the shop item store to use them in the Battleground Season Store

I should note that the coins don't go away when the season ends so it's not like event currency.  The event item store goes away a week after an event ends but this stays.  But.....there is a cap meaning you can't just accumulate forever and wait for something good.  Once you hit the cap it no longer accumulates.  On testing the prizes were garbage but we were told that they were just placeholders so we'll see.

The above picture is the silver store and it's about what you'd expect garbage currency to be.  Now while the coins don't go away the "prizes" do refresh with every GbG season and we were assured diamonds would be in these stores but they did not confirm if diamonds would only be in the championship store.

So gain of salt time this is what we were told would be in the silver store

  • random goods bundles
  • FP packs
  • current age units
  • diamonds
  • tourney grounds fragments
  • GbG selection kits


Battleground Championship Store


This is where you can spend the gold and platinum coins.

This store has purchase limits that reset with every new championship (12 weeks).  The older an item is the more it's discounted.  This is where people can get the missing fragments or selection kits they need to complete old GbG buildings.

So gold store will offer fragments for side buildings like thunderdrake siegeshop while platinum store will offer fragments and full selection kits for main reward buildings like Thunderdrake Citadel

We did confirm that diamonds would be available from both the gold and platinum shops.


Rank Points:

Trial level determines the rank points per battle/neg

Fights in GbG will be rewarded with more rank points than fights outside of GbG

So a fight in GbG trial 1 will earn 2x the rank points of a fight in the hood for example.  The full rank point breakdown will be released later.


Just a note for Beta players who are on mobile.  This feature is really not ready to go live and the current version is not supported for mobile.  That means mobile players will not be able to select their trial level and will only be fighting and negotiating on trial 1.  However if you want you can pick trial 50 on PC then go to mobile and all your fights will be on trial 1 but all your rewards will be from trial 50.  But don't do that.  This is more of a FYI than an endorsement.


QI is finally implementing replace troops

 Ok so you know how awesome it is to use replace troops in most aspects of FoE?  Well you will soon be able to use that in every fighting instance (except continent map).

So yes you can hold down the R button and smash the left click button until your quantum actions are out or you run out of troops!  Oh happy days indeed!

Starting on Beta in a few days and then it will go to live server a few weeks after that.

New GbG rewards starting on June 26, 2025 for Beta Server

 The new GbG starts on June 26 and will feature some new reward buildings.

They are of course already added to the master spreadsheet which can be found by clicking here.

The Somerset Hospital

lv1

  • 4x5 no road required
  • 88 - 123% red and blue attack and defense
  • 160 - 208% red and blue attack and defense GE
  • 40 - 52 FP
  • 1000 guild goods
  • 40 current age units
  • 1 fragment of upgrade kit




lv2

  • 4x5 no road required
  • 113 - 158 % red and blue attack and defense
  • 200 - 260 % red and blue attack and defense GE
  • 60 - 78 FP
  • 1300 guild goods
  • 40 next age units

Somerset Infirmary


lv1

  • 2x3 requires road
  • 15 - 21 % red and blue attack and defense
  • 36 - 47 % red and blue attack and defense GE
  • 27 - 72 % blue attack GbG
  • 48 - 52 previous age goods

lv2

  • 2x3 no road required
  • 23 - 32  % red and blue attack and defense
  • 48 - 62  % red and blue attack and defense GE
  • 36 - 96 % blue attack GbG
  • 72 - 77 previous age goods



Updated master spreadsheet

 To go right to the spreadsheet click here



We have added the new GbG buildings of the next championship starting on June 26, 2025 on beta.  They are highlighted in orange and can just be seen here if you don't want to use the spreadsheet.
Or you can click here for the write-up of the new GbG buildings

The value table has been adjusted again to reflect the value and scarcity of the reward given.

Troops value is now number of troops (of any age) divided by tiles including roads and further divided by 10.

There are two reasons for this.  The first is we now have a lot of buildings providing troops so we’re simply getting more of them.  The second is with the new GbG changes players will have half the fights they had previously thus lowering the demand for troops.  Both these factors have devalued the troop reward and that is now reflected in the value tab.  Obviously there will be niche cities that value troops differently.  So if a player is long-term camping in TE and getting next age Hover Tanks from FE they will value the buildings that give next age troops more.  On the spreadsheet all troops of any age are given the same value for simplicity.

QI fight boosts have never been properly reflected in the value tab and we’re aiming to fix that.  Just adding the raw number to the total doesn’t give the value of QI fight boosts justice.

Here’s what we’re thinking.  The top tier of GbG fighters have 15k plus fight boosts for say red attack.  The top tier of QI fighters have about 500 fight boosts if they are a red fighter for red attack.  Base city stats not decorations from settlement or boost potions.

So if a fighter had 15k red attack, red defense, blue attack and blue defense that’s 60k fight boost to be in the top tier but many have a lot more than that.

A QI fighter only needs to focus or red or blue not both.  So say 600 attack and 400 defense to be in the top tier but again nowhere near the top of the top tier.

So an argument can be made that for a red QI fighter each fight bonus for QI  is equivalent to 60 for GbG boosts but only if it’s the color they use.  So a building with blue QI boost would take up valuable space in a player city if they are a red fighter while GbG fighters need both.

So we are going to be using a multiplier of 30 for all QI boosts and players can then self-select red or blue according to their city strategy.  We could justify a multiplier of 60 but opted with 30 as it already propels QI buildings to the top of the value chart.

GE fight boosts need to be looked at.  We’re finding this a situational value depending on the structure of a player city.  So if a player can easily auto-battle GE Trial 30 does adding additional GE fight boosts do anything for that player?  No not really.  The value column is meant to help players determine in a qualitative manner what building is better than the other?

FoE is offering a lot of GE boosts as they ramp-up to add more trials of a harder difficulty but for a lot of us GE boosts just have no value as trial 30 is ridiculously easy.

So the solution is to remove GE fight boosts completely from the value table and add a separate value table that adds it back in for players that need it.  If the new GE trials are sufficiently hard that advanced players will desire additional fight boosts then the tab that includes those fights boosts in the rewards will be the most accurate value.  For now players have a choice of which tab suits them best.

Three tabs:

Alphabetical order with accurate raw numbers and you decide how you value them.

Value including GE Trial boosts

Value excluding GE Trial boosts

As always the best way to use this spread sheet is to download a copy.

Then allow editing.
Then highlight the buildings that are currently in your city.
Then highlight the buildings you have in inventory.
Use different colors to make life easy.

Then either use one of the value tables we provide to sort them or adjust them however you like.  Want to make a 50 blue QI attack boost worth x100 instead of times 30 go for it.  Want to go back to the old system where you just use red attack+red attack GbG and nothing else then go for it.

Decide what you value and how you value it then sort by that personalized value.
Then with all the highlights you made using what you have in your city and inventory you can see what should be the first buildings to be removed and the first buildings in inventory that you should place.

When looking at event buildings in a current event or one coming up (we're always one event ahead to make it easy) you can then determine what to go for in an event by your own personal value.

QI new age in development

 

Are you getting bored of QI?  Things getting too easy?  Are you able to auto-battle map 12 without putting any decorations in your settlement?  Well some good and bad news is on the way.

There's a new middle-ages QI in development.  As you know there are three middle-ages in the game (early, high and late) and this QI may not limit it's assets to just one of those ages.  They're playing around with the settlement and nothing is off the table including having euphoria from roads or not needing roads at all.  

What if non-optimal military buildings give euphoria while optimal buildings cost euphoria?

What if the fog of war returns on the map?  What if we have multiple branching paths and some are blocked by impediments?  Right now we have maximized efficiency for QI.  Everyone knows to take out the garrisons, then strongholds, then bosses for both red and blue.  Mixing red and blue was always a bad idea as guild members would get stuck just like we do now on the bosses sometimes but it happened more often and it was a quit point for a lot of players so bringing it back would be a mistake.  But what if we clear a couple of red nodes only to find an avalanche has blocked the path and we have to take an alternate path to the garrison?  Everything is possible but not likely.  Why?

Because major changes are hard and take time.  The new age is still not completed, Guild Conquest has been shelved until 2027, the GB update will start rolling out in stages.  There is a lot being worked on already so what do you think is more likely?

1) a reskin of QI with a new age

2) a new QI age with massive changes

It's good that it's being worked on/tried out/spit balled but my money is on reskin just like all the space ages.  It's easy, it takes less time, there are less game breaking errors it just makes more sense.

The fog of war aspect in particular is shot down easily.  Before people in most of the world open QI that season all of us on Japan servers will already have the fog figured out and shared.

No the goal is to make fighting QI harder and less boring.  If people can auto-battle map 12 now without adding decorations in settlement then why would they spend diamonds getting QI boosts from gold league prize in events?  And that's the real motivation.

QI is by far the most rewarding game mechanic in FoE.  In terms of time spent playing and number of clicks per day vs. the reward buildings it's unmatched.  You may have noticed though that the prize structure of QI has been nerfed quite a lot.  The QI pass was a really good value when it started and now it's not worth buying at all.  The regular prize line of QI (non-gold pass) has also been nerfed.  It's  better value now to open boxes at the end of QI than it is to spend shards on more QA.  It shouldn't be like that.  That's bad for guilds.  We shouldn't incentivize players not doing more actions.

Updated master spreadsheet for Care Event 2025

 click here for spreadsheet


The spreadsheet has been updated to include all the buildings that will be in the Care event 2025.

Care for Tomorrow Event 2025 coming to Beta June 17, 2025

 

Embargo until June 16, 2025

There are massive adjustments made during the event on Beta and there are planned changes for live server as well.  Please use the live server version of this event page and not this beta version.

Note:  The final stats of both Eco Hub upgrades may change when it hits Beta.  From what we're hearing they may add back the FP and goods that were taken away.  We will update when the event comes online.

Edit: Goods of the next age were added back into the Eco Nexus and Eco Utopia

Edit July 2: FP has been added back and % of FP increase has been adjusted so as of today the Eco Nexus platinum upgrade is indeed better than the Eco Sanctum.  Thanks to all the people who sent in tickets to complain about this issue.
Now all the people that have received the following message....

Thank you for contacting the Forge of Empires Support team.

Except Forge Points production, all other boosts and productions provided by Eco Nexus are higher than in Eco Sanctum.
Please keep in mind, that Forge Points boost depends on the Age of the building, and in the current highest Age it is doubled compared to Eco Sanctum.

I hope this helps, but please do not hesitate to contact me should you need further assistance.


Have been vindicated and have made the game slightly better.  End of update

Announcement at 5:15 AM July 2, 2025

Care for Tomorrow Event: Mid-Event Balancing Changes
A big thanks for everyone who shared a feedback with us. We've prepared a balancing changes to the Event, so please read it carefully, as it is a bit long:

Rebalancing of the Forest Sentinel and its upgrades
Population removed on all levels (was 75000 on Forest Guardian)
Added :defending_all:  in GBG (up to 260% on Forest Guardian)
Added :defending_all:  in GEX (up to 390% on Forest Guardian)
Increased Guild Goods production (from 165 to 330 on Forest Guardian)

Originally the building was intended to have a strong synergy with the Eco Hub and its upgrades. In order to make the Forest Sentinel and its upgrades more appealing to a broader audience, we decided on rebalancing the building. While the Population synergy got removed, we hope that you still like the Forge Point synergy the Forest Sentinel and its upgrades provide.

Rebalancing of the Eco Nexus
Added FP production (up to 148 in SASH)
Adjusted FP Boost (to 3% in BA - 4% in SASH, from previously 1%-6%)
Reduced Population demand (down to 54000 in SASH, from previously 85000)

Rebalancing of the Eco Utopia
Adjusted FP Boost (to 9% in BA - 12% in SASH, from previously 1%-12%)

Originally those upgrade were intended to offer an interesting choice for players, based on your long-term strategy for their city's FP production. Most of you voiced the feedback that you feel like the Eco Nexus is a downgrade compared to the Eco Sanctum. With this rebalancing we want to make sure that the Eco Nexus feels like a proper upgrade for everyone and has a broad appeal for all of our players. On top of that we want to make sure that the Eco Utopia still offers a long-term strategy choice and at the same time feels like a valuable upgrade from the Eco Nexus.
Rebalancing of Eco Tokens
Removed all non Eco Token rewards from the World Rewards and replaced them with Eco Tokens (total available Eco Tokens from World Rewards increased to 2250, from previously 500)
Adjusted Eco Tokens from the World Challenge Task (to 3-18, from previously 13-18)

Additional Content for the Eco Store
The following rewards have been added to the Eco Store:
Eco Nexus Platinum Selection Kit
Eternal Market Platinum Selection Kit Fragments (Limit on Beta will be different than on Live, due to already claimed Fragments)
Themistocles Fragments
Septimia Zenobia Fragments
Nano-Nurture Flower Tower
Ascended Nano-Nurture Flower Tower Upgrade Kit
Terra Tea Lounge
Ascended Terra Tea Lounge Upgrade Kit
Ascended Green Guardians Market
Ascended Earth's Eden
Ascended Koi Pond Upgrade Kit
Ascended Usagi Bonbori Gate Upgrade Kit
Ascended Blueberry Field Upgrade Kit
Ascended Whispering Well Upgrade Kit
Ascended Helianthus Arboretum Upgrade Kit
Ascended Emberfang Totem Upgrade Kit
Ascended Skuddeholm Stead Upgrade Kit
Ascended Captain's Coconut Paradise Upgrade Kit
Ascended Pirate's Parrot Perch Upgrade Kit
Finish Special Production
Finish All Special Productions
Finish Goods Production
Finish All Goods Productions
6h Mass Supply Rush
Finish All Supply Productions

We've decided to put more emphasis on getting Eco Tokens from the World Rewards compared to gaining Eco Tokens from the World Challenge Tasks. With this change, we've increased the overall availability of Eco Tokens by over 50%. The additional content in the Eco Store will allow you to spend yours hard earned Eco Tokens on the rewards you are most interested in by offering a huge variety of different rewards.

As always, let us know what you think in ⁠⁠❗beta-feedback and discuss the changes with your fellow players in ⁠🍃beta-event-discussion!
Your Forge of Empires Team 



This event has the combining mechanic and world challenge we are all familiar with.

For those not familiar the TLDR is this.  As you progress you get individual rewards and global rewards.  The global rewards are based on server progress so if you're on a dead server then you won't get much.  If you're on a newer or more active server you can expect maximum rewards.  The global rewards are based on the server reaching milestones and only those who have contributed to those milestones can claim rewards so playing daily is key here.

Individual rewards are won when you as a player reach certain milestones.

Like all previous Care events your individual progress is capped at 15 meaning you have to claim those rewards before continuing the event.  If you decide to continue without claiming the rewards all further progress is lost.  There should be a pop-up to tell you to claim your reward so don't ignore it.



The event mechanic is the combination/merge mechanic that we should all know by now.

Event currency is workers.

Spawning new pieces consumes workers.

Spawn new pieces to unlock pieces behind glass.

Match/merge pieces of the same type and level to level them up.

Collecting key parts and assemble keys to open chests.  Remember the first chest opened after server reset is double rewards so make sure to prime the best chest to maximize that double reward.

The boosters for this event can be obtained in the rival challenges.  

Boosters:

Cell multiplier spawns free pieces


cell divider splits one piece into two identical lower level pieces


rainbow essence will transform pieces into generic colors that can be matched with any piece of that level









There will be 19 rival challenges of four quests each.  Just make sure to not play a board until the rival challenge is up that day but do play every day to at least get the double reward chest.


The new pay to win mechanic....The Eco Store!!!!!  Yeah!!!!

EDIT:  The ability to purchase Eco Tokens with diamonds directly have been removed so this event is just to get players used to going to the cash shop for free currency.  The ability to purchase the special currency will be added for later events.


Eco Tokens will be introduced.  You obtain them by completing world challenge tasks or buying them.  You can then exchange the eco tokens for items in the store.

For people considering spending money on eco tokens please be aware that this special currency expires when the event is over so be very cautious about purchasing anything.

Leagues are back as per normal

People on less active servers will have a better chance of getting gold and silver league without spending diamonds.

Rewards

All the reward buildings have already been added to the master spreadsheet to make it easy to compare with each other and all existing buildings in the game.  Click HERE for the master spreadsheet.

The main event building is the Forest Sentinel that has 9 levels which then makes the silver lv 10 Forest Warden which then makes the golden Forest Guardian at lv 11.

Forest Guardian

  • 5x4 requires road
  • houses Rare historical ally
  • 1,130 - 75,000 population
  • 480 - 44,000 medals
  • 180 FP
  • 165 guild goods
  • 5 fragments of finish goods production
  • 3 fragments of Nano Terra Selection kit

Balance adjustment:

Removed population and added blue attack up to 260% GbG and up to 390% GE

doubled guild goods to 330

Nano Terra Selection kit includes Nano-Nurture Flower Tower and Terra Tea Lounge

Nano-Nurture Flower Tower


  • 2x4 no road required
  • 28- 70% red and blue  GE attack boost
  • costs 240 - 16,000 population
  • 910 - 160,000 coin
  • 35 goods
  • 35 prev age goods
  • 80 guild goods


Ascended Nano-Nurture Flower Tower 30 days

  • 2x4 no road required
  • 56 - 140 % red and blue  GE attack boost
  • 30 % red defence QI
  • 10 quantum goods at incursion start
  • costs 240 - 16,000 population
  • 1,820 - 320,000 coin
  • 85 goods
  • 85 prev age goods
  • 160 guild goods


Terra Tea Lounge

  • 1x2 no road required
  • 9 - 20 % blue defense GbG and GE
  • costs 60 - 4,000 population
  • 280 - 20,000 supply
  • 14 FP
  • 20 guild goods


Ascended Terra Tea Lounge 30 days

  • 1x2 no road required
  • 19 - 40 % blue defense GbG and GE
  • 10 % blue defense QI
  • 4% coin boost QI
  • 4% supply boost QI
  • costs 60 - 4,000 population
  • 560 - 40,000 supply
  • 28 FP
  • 40 guild goods


Gold League reward

Whispers of the Firmament

  • 4x5 no road required
  • 75% red and blue attack and defense
  • 125% red and blue attack and defense GbG
  • 25% red and blue attack and defense QI
  • 5% guild goods
  • 150 FP
  • 80 goods from next age
  • 20 fragments of Forest Guardian Golden Selection Kit


Exclusive building that is only available from the Eco store

Garden of United Visions lv1 and lv2


lv 1

6x5 requires road

1,170 - 78,000 population

4,840 - 117,000 happiness

60% red and blue attack and defense

96% red and blue attack and defense GE\

5% red and blue attack and defense QI

234 FP

3 fragments of Eco Utopia upgrade kit (1000 fragments needed)




lv2

6x5 requires road

1,950 - 130,000 population

8,060 - 195,000 happiness

100% red and blue attack and defense

192% red and blue attack and defense GE\

10% red and blue attack and defense QI

390 FP

12 fragments of Eco Utopia upgrade kit (1000 fragments needed)



Eco Hub gets platinum and ascended upgrades

Eco hub has 7 levels which makes a silver level which then makes a golden lv 9

Eco Nexus lv 10 platinum level


  • 6x6 no road required
  • 4,130 - 100,000 happiness
  • 1 - 6 % FP boost
  • costs 1,280 - 85,000 population
  • 490 - 45,000 medals
  • 200 next age goods  (amount to be adjusted for live server)
  • 30 random next age units
  • Random Production:
  • 75% 4 fragments of Earth's Guardians Selection kit
  • 25% 28 Fragments of finish special production
Rebalance changes:
FP added up to 148 in SASH
FP boost changed from 1-6% to 3-4%
Population cost reduced to 54,000 in SASH

obtained from grand prizes, silver pass, world challenge and league


Eco Utopia lv 11 ascended level 90 days

  • 6x6 no road required
  • 8,270 - 200,000 happiness
  • 1 - 12 % FP boost
  • costs 1,280 - 85,000 population
  • 980 - 90,000 medals
  • 400 goods of the next age (amount to be adjusted for live server)
  • 60 random next age units
  • Random Production:
  • 75% 4 fragments of Earth's Guardians Selection kit
  • 25% 28 Fragments of finish special production
Rebalance adjustment FP boost changed from 1-12% to 9-12%
As of now they have still not added the FP production back to the Utopia and it may not be added back for live server.  They feel the jump from 4% on the Nexus to 12% on Utopia is sufficient to be an upgrade.


obtained from golden pass (not confirmed where else)


Eternal Market fragments

  • Grand Prizes 700
  • world challenge 200
  • questline 100
  • leagues 100
  • Total 1100

Eternal Market - Cyber Horizon

  • 6x6 no road required
  • 144 % red and blue attack and defense GE and GbG
  • 210 % red and blue attack and defense
  • 15 % red and blue attack and defense QI
  • 3,610 - 240,240 population
  • 468 FP
  • 540 goods
  • 540 prev age goods



Two historical allies available

900 fragments from grand prize lane

200 fragments from world challenge

Septimia Zenobia lv 1 Rare



  • 25% red attack
  • 25% red defense GE
  • 25% red attack GbG


Themistocles lv 1 rare


  • 25% blue attack
  • 25% blue defense GE
  • 25% blue attack GbG

This event will be controversial to say the least.  So let's break it down.
The Eternal Market Cyber Horizon upgrade is awesome and should be attainable for players that play daily for free (not spend diamond).

I don't like that you only get 100 of the 1000 fragments needed from the questline.  I can remember when completing quests were the main part of an event.  Now it's just something you do to get event currency.

Player should be playing daily to maximize board efficiency and get double chest rewards every day.  Set a daily budget and don't chase the rival rewards if it will cost you a lot of event currency.

The main event building is underwhelming to say the least.  Inno is trying to shift the attack boosts away from the buildings and onto the historic allies and that's not a bad idea per se but it is bad when the main event building won't be placed in advanced cities.  

So starting an event knowing in advance that the main building isn't worth placing in my city is very demotivating.  Good thing the eternal market is worth the effort.

For blue QI fighters the ascended terra tea lounge is interesting as it gives blue fight boost and 4% coin and supply boost.

The gold league building is good but the problem is it makes fragments for a not very good main building.  So again the only motivation to play is the eternal market  upgrade but....

The pay to win store will sell garden of united visions and the lv2 looks really good.  It will be interesting to see how much of that eco currency we can get for free.  I do know there will be a limit of the number of these buildings a player can buy.  It can ensure a perpetual ascended Eco Hub.

And that brings us to the last thing worth talking about in this event.  The platinum upgrade is worth chasing if you have eco sanctums in your city.  I produce about 18k FP/day in my city and adding a few 6% boosts is pretty insane.  

The event has not started on Beta yet but you should know that the Eco buildings (both of them) may be changed prior to launch.  They may be adding back the FP and goods that were taken away.