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Forge of Empires is a browser-based strategy game developed by InnoGames. The game was initially released on April 17, 2012 (open beta phase).[1] In 2013, TV advertising helped the game reach 10 million user registrations.[2] It was later released for the iPhone and iPad in 2014,[3] as well as Android in 2015.[4] The game is similar to both SimCity and Clash of Clans, but includes turn-based strategy elements.[5]
Gameplay[edit]
The main goal of the game is to expand and develop a city beginning with a tutorial in the Stone Age and ending in Space Age Mars. There is limited building space which can be expanded gradually. To buy new buildings and decorations the player needs coins and tools which can be collected from residential and production buildings (or by buying diamonds and technological advances for real money).
There is a tech tree on which the player may advance through historical and notional ages or eras. Different types of map allow battle against other players or NPCs for rewards and rank.[6]
City management[edit]
Each player builds a city on a grid, similar to SimCity. As players research new technologies, they unlock new buildings, decorations, and grid expansions. Some items can be won through Quests and Events; common items can be bought for coins and supplies.
Roads and structures may be placed anywhere on the city grid; most structures must be adjacent to a road to function. There is no traffic model or any other type of utility. Items, including roads, may be moved freely at any time, possibly upgraded, but never rotated.
Research[edit]
To progress through ages, players must research technologies through their research tree. Each technology requires a certain number of 'Forge Points', one of which is gained every hour. When a technology has been fully researched, a payment (in the form of goods, coins, supplies or a mix of the three) is required to unlock the technology, at which point, the building(s) associated with it are unlocked for purchase in the building menu.
Army management[edit]
Players can choose to expand their empire on the continent map by trading with the rulers of other lands, or by fighting them in combat. When fighting, the player must choose his army (up to 8 troops) and then will play against an AI with predetermined troops in a turn-by-turn strategy game. Each troop has its own weaknesses, strengths, health and attack, and so proper strategy must be used to ensure a victory. If the player is victorious, they get that sector, and are closer to getting the province, which is gained when the player controls all of its sectors.
They can also choose to fight other players in PvP style, using the same system above (the defender is played by the AI, making it PvE). A player may only attack the same player once every 24 hours. If the attacker wins, they can plunder one of their opponent's buildings, collecting the coin, goods or supplies the building would have produced. The defender's army does not die; after the battle, its units are re-set. However, the attacker's army is not re-set, and all losses must be re-trained in the attacker's city.
There are five different type of units:
- Light units: These units are strong and versatile overall. They have balanced attack and defense, high mobility and they receive a huge defense bonus when placed in woods and a minor defense bonus when placed in bushes. They are devastating against Heavy units, but they are very weak against Ranged units.
- Ranged units: These units are very different from the Light units because, as the name implies, they have a strong ranged attack. However, they have a very weak defense and any unit that manages to get close to them can take them out very easily; the units that are the best at this job are the Fast units. Artillery units are also a strong counter against ranged units. On the other side, Ranged units perform very well against Light units. Ranged units receive an offensive bonus when standing on rocks.
- Fast units: These units stand out for having the highest mobility over all type of units which makes them the very first units to act on the battlefield. They are a huge threat to ranged and artillery units thanks to their mobility, but they are very vulnerable to melee units.
- Heavy units: These units have a very tough defense; they are very hard to defeat and they are the best melee units. However, their poor mobility makes them very vulnerable to ranged units such as Ranged and Artillery units. Due to this, their major effectiveness is when they face units that they are forced to melee combat in order to create damage, such as Fast and Light; and are good for defense and blocking. They receive defensive bonus in plains.
- Artillery units: These units specialize in attacking from a distance and have the highest range of all units. This is their best characteristic because in the rest of the parameters they are worse than the other units. They are effective against Ranged units because they out range them and Heavy units because the Heavy units' poor mobility makes it hard for them to reach the far side of the battlefield. Artillery units do poorly against Light and Fast units that can reach the far side of the battlefield quickly. Artillery units receive an offensive bonus when attacking from hills and a bonus vs. Heavy units.
Guild vs Guild[edit]
In 2014, Guild vs Guild (often shortened to GvG) was introduced and this takes place on a Guild continent map. Guilds fight for control of sectors in different ages. Each sector provides power and prestige to the controlling guild. Sectors under a guild's control determine the guild's rank. Members can participate by donating goods to a guild's treasury or fight. To win a sector one must place siege and fight until all defending armies are defeated. Each siege requires goods (the amount of goods increases with each new sector won). A sector may contain a maximum of 80 defending armies. Once conquered, players must defend the sector by placing defending armies. Conquered sectors are shielded until 'Reset' which means they cannot be attacked until after 8pm server time, as a result peak GvG fighting takes place then just after the shields are dropped from the previous days conquered sectors.
Guild Expedition[edit]
In 2016, Guild Expedition was introduced to Forge of Empires. This weekly event has a jungle theme and up to eight different guilds compete against each other. Points that go towards the guild can be obtained by either fighting with armies or negotiating with coins, supplies, and goods. The percentage of guild participation affects final placement in the expedition, and the guilds that place first, second, and third receive an extra boost. There are four levels of progressive difficulty.
In addition to gaining guild power, guild expedition provides rewards at the end of each successful battle or negotiation. Players can also build a Great Building, Temple of Relics, from blueprints gained during the expedition. Once built, the Temple of Relics gives players a chance of winning extra and more substantial prizes while participating in Guild Expedition.
Currencies[edit]
Forge of Empires has multiple currencies and other items used to level up, research, complete quests and buy items. These are:
Coins: One of the two main currencies of the game, coins are produced in residential buildings and are used to research technologies, level up, build buildings, train troops and produce goods.
Supplies: The other main currency, supplies are produced in production (or supply) buildings and are used to research technologies, level up, build buildings, train troops, and produce goods.
Goods: Goods are produced in a goods building through a payment of coins, supplies and time, and are used to trade for land and level up. A variety of goods are available (5 per time period/level). Examples of goods available include wine, gold, jewelry, basalt, granite, and coke. Boosts can be found in some territories that allow for an increased rate of production of a particular good in its production building, and are claimed when the territory is controlled. These boosts last infinitely.
Medals: Medals are earned by ranking in the PvP boards for different ages, through certain Great Buildings (such as the Colosseum), normal buildings such as Victory Towers or by contributing forge points to Great Buildings. Medals are used to buy land expansions and pay for fighting on the any age GvG map.
Tavern Silver: Silver coins are produced in a player's Tavern when friends sit inside. Tavern silver is used for boosting production, defense, and aid in Guild Expeditions.
Forge Points: Forge Points are earned freely, at the rate of 1 an hour (more can be bought for either coins or diamonds, and packages of 2, 5 or 10 are given occasionally as rewards for finishing quests or in special events). They are used to level up Great Buildings, trade goods in the marketplace or research technologies. Forge points are also produced by some Great Buildings and given as rewards for contributing to Great Buildings.
Diamonds: The game's premium currency, diamonds be earned through quests, randomly produced by some buildings e.g. Wishing Wells, rewarded for completing stages in Guild Expeditions or by purchasing them through the game with real currency. Diamonds can be used to buy premium buildings, speed up building, training or scouting time, as a method to increase land space (other than medals or technological unlocks), as well as to motivate buildings to produce more goods.
Types of buildings[edit]
There are multiple types of buildings featured in the game, including residential, goods, production, military and cultural, as well as decorations. All buildings (with the exceptions of decorations) require a connection to a road connected to the Town Hall.
Residential: These buildings provide a set number of workers (which are needed for goods, production, and military buildings). They also produce a certain number of coins every 1, 2,4,8 or 24 hours. Coins and supplies are usually needed to build them; however, there is at least one example of a premium residential building which requires diamonds to buy.
Goods: Goods buildings produce goods (such as wine, gold, jewelry, textiles, or coke). The player must select how many of these he wants to produce (by selecting the production time of 4 hours, 8 hours, 1 day or 2 days). The amount these production times yield depends on whether or not the boost has been found on the continental map and has been claimed by owning the territory associated with it. A cost of supplies and coins is then taken, the amount depending on the production period and age to produce the goods, though they are refunded if the goods production is cancelled. Goods are used to trade for new lands and unlock technologies. These buildings cost supplies, coins and workers.
Production: Production buildings (occasionally called supply buildings) are used to produce supplies, which are used to buy buildings and produce goods. When selecting a production building, the player can choose to have a production time of 5 minutes, 15 minutes, 1 hour, 4 hours, 8 hours or 1 day. Most production buildings are bought with coins and supplies; however, there are at least two examples of premium production buildings. These buildings cost supplies, coins and workers.
Military: Military buildings are used to train military units (used in battle modes and to protect your city). The training time varies depending on the age and unit, with time ranging from 20 seconds (spearfighter in the first age) to a day (special units, such as Military Drummer, Rogue, or Champion). Military buildings cost supplies, coins and workers.
Cultural: Cultural buildings provide happiness, which increases the productivity and adds bonuses to coin and supply productions when the population is happy or enthusiastic. On the other hand, a lack of happiness can cause a decrease in the production of such items. Cultural buildings are similar to decorations; however, they need to be connected to a road.
Decorations: Decorations provide happiness, which increases the productivity and adds bonuses to coin and supply productions when the population is happy or enthusiastic. On the other hand, a lack of happiness can cause a decrease in the production of such items. They are similar to cultural buildings, though they tend to be smaller and do not require the use of roads to connect them to the town hall.
Special buildings: Special buildings are buildings given away during events. These buildings are usually extraordinarily useful. They fall into one of the above categories, with a few exceptions. These exceptions are the Wishing Well (produces random item), Victory Towers (medals), the Monastery (adds 20% to city defense) and the Hall of Fame (power, used in Guild vs Guild); however, certain buildings can fall under more than one category (such as the Oasis, which produces both coins and goods).
Great Buildings[edit]
Great Buildings are buildings that can be built by a player when they collect all of the blueprints (9 per building) to construct it and pay the goods cost. They tend to be larger than the average building, with sizes ranging from 2x3 to 10x7. Great buildings cannot be plundered, but can be leveled up through the use of Forge Points. These buildings are based on real-life or historical buildings, such as the Tower of Babel, Lighthouse of Alexandria, Alcatraz and Cape Canaveral.
At each level, the Great Building produces greater and greater rewards, which vary depending on the building. They do, however, with the exception of the Statue of Zeus, Temple of Relics and Cape Canaveral, have two rewards per building, one passive (which happens once per level, when the building is leveled up), and non-passive (which happens at minimum daily). Passive rewards can include a boost in population, happiness, or a bonus to production, while non-passive rewards can include extra (randomly chosen) goods, supplies, medals, or coins.
Special events[edit]
Numerous times throughout the year, Forge of Empires offers special events to its players, which allow players to get special buildings, earn more coins, medals and supplies as well as new character portraits. These are often run during special times of the year. So far, there have been 27 events, and they occur five to six times a year. Special quests are created for the event, and they either award the player with a variety of event currencies which change depending on the event (e.g. Cookies for Christmas, Eggs for Easter) or give the player rewards for completion.
Upon the completion of the event (Halloween or Valentine's Day), a major building is rewarded to the player, and an updated version is rewarded in its stead if the player already has it. For example, a new player completing the event can get the Graveyard, while a player who has completed two Halloween events (or has won the Graveyard during other events) will get an Old Graveyard, and a player who already has the Old Graveyard will get the Ancient Graveyard.
The events that give special event currencies (summer, Christmas and Easter as well as the World Cup) for completing quests have another screen, where the player can either spin a wheel (summer), pick a shuffled shell game style prize (Christmas) or buy an item from the special store (Easter) for a certain number of their currencies. The summer wheel, for instance, costs 1 ticket, but tickets are given at the rate of 1 or 2 per quest or through spinning; while the Christmas event costs 10 cookies a pick, but cookies are given in quest rewards (or in the prizes) in multiples of 10–50. The Easter event gives egg packages, which can be hidden in decorations in other players' cities and when picked are worth 1, 5, 10, 20 or 50 eggs, which can then be used to buy items in the stores, with prices ranging from 20 to 600.
Past events:
Historical Questlines[edit]
Beginning in October 2015, Forge of Empires started a series of special event questlines focusing on various historical figures, the first being Christopher Columbus in October 2015. Upon completion of the questline, the player is awarded with a portrait of the featured historical figure which can then be used as the player's in-game avatar.
Past Historical Questlines:
Languages[edit]
In the beginning Forge of Empires was only available in English and German. Currently there are 25 language versions available, including:
Awards[edit]
Forge Of Empires Points SystemReferences[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Forge_of_Empires&oldid=903722684'
We are working on translating the entire website so that you can view all servers and statistics in your primary language, if you wish to assist please look at the the post on the blog here. As avid players of Forge of Empires, the popular browser game by InnoGames, we want to improve the way statistics are presented to players. This project has been a long time idea and is finally becoming a reality. You can use the menus at the top of the page to pick your server and see various tables displaying information about Players, Guilds, and Great Buildings for each world. We plan to add more content as we continue to develop the site and welcome any input you can give us. So, if you have a suggestion, please contact us at [email protected] Check out the blog for player guides, tips, and tricks!
Whoever wants to forge an empire must fight. In Forge of Empires, the military plays an important role. You can use your units to attack other players or conquer provinces on the Continent map. To go into battle, you first need units. You put these into slots in your military buildings. In your Army Management you can manage the units and add your attacking army or defending army.
Army ManagementForge Of Empires Battle Points 1
The army management screen is an efficient way to manage your units. You can mark units to defend your city and the same units can even be used in attack. The units marked with a blue highlight are in your defending army and they defend your city. You should always try to put as many troops as possible into your army. Fellow players have to defeat them when they attack you. But fear not: even if your opponent is victorious, all defenders will be healed and revived to full strength immediately after any battle to defend your city.
If you want to attack another player or an enemy on the Continent map, you can choose the units in your attacking army before the battle begins. These can be the same units you’ve marked as defenders of your city. However, your units are not protected when you attack and can therefore be destroyed or damaged.. so be careful!
Finally, if you would like to skip right to the results of the battle, you can do so by pressing the 'Auto-Battle' button in the Army Management. Keep in mind that the AI will take control of your units in this case and you won't be able to plan the movement of your units yourself!
Unit Types
In each age, there are five different military buildings that produce the different units of that time. The units differ in their type: There are fast units, light and heavy units and units with short or long ranged attacks.
Fast units have a good range of movement, but they cannot take much damage. They are a great way to take out ranged units. The light units are genuine all-rounders: they are fast, inflict good damage and can withstand a lot. They are best at intercepting enemy cavalry. The heavy units are slow and heavily armored. They are formidable opponents when they make it into close combat; there they outmatch any other unit. Short ranged units are fast and can attack from a distance, and their attack does significant damage. However, they cannot defend themselves and are easy prey for all units which manage to attack them in close combat. Artillery units are lost in close-range combat. They are very slow and have a weak attack. Their big advantage is that they can cover almost the entire battle map with their attack and are able to selectively attack almost every unit. Movement and AttackThe battle is fought in rounds. Basically, each unit moves and attacks once per round. They move according to their movement points, but each type of terrain will cost a differing amount. Directly after movement, if there is an opponent within their reach, the units can attack. Melee and fast units have to attack into an adjacent field, while ranged units can shoot at an enemy within their range.
There is no retaliation to fear from ranged attacks; however, in close-ranged battle, attacked fast and melee units can defend themselves. It works like this: First, the attacker does its damage, then the one being attacked hits back. However, there is only one counter-attack per round: even the strongest unit can be defeated by a swarm of enemies this way.
Damage
Each unit has a maximum of ten life points. The amount of damage points an attack deals is calculated using the current life points and the attack value of the attacker, the defense value of the attacked, modifiers for terrain, other bonuses (some units get bonuses if they fight against units of a particular type) and a random factor. Thus, a unit with a high attack rating deals more damage, and an uninjured unit inflicts more than a wounded one. On the other hand, high defense means good armor – the unit takes less damage. If a unit loses all its life points, it is destroyed.
Terrain
On the battle map, there are different types of terrain. Forest, bushes, rocks, small hills, plains and swamps are some of them. Terrain has two different effects in the game: Firstly, it affects movement. Water areas are impassable, and other types of terrain costs extra movement points when they are crossed. On the other hand, terrain can give battle bonuses: light melee units get defense bonuses in bushes and forests, heavy melee units are better protected in plains, long-range units receive an attack bonus when they shoot from hills, whereas those with short range attacks deal more damage standing on rocks. Only fast units do not receive benefits through the terrain.
BuffsThe stats of units might get further influenced by a percentile boost. While on some provinces of the Continent map all enemy units in it gain a percentage bonus to their attack and defense stats (easily seen in the sector view as small shield icons on top of the unit images), there are two different buffs that can affect the armies of the players, both of which are accumulated from certain buildings like a few of the Great Buildings:
Special Skills
There are some units in the game that add a further layer of tactical options to the players by featuring special skills.
Blast: Gains increased damage output for each tile closer to the target and ignores Stealth. Call of Duty: Grants attack and defense bonus to all friendly units when this unit is killed. Only applicable once. Chivalry: Gains bonus to attack and defense when it is the only unit with chivalry in your army. Close Quarters: Gains attack bonus when attacking an adjacent field. Contact!: Always retaliates against attacks within range. Dragon Breath: Attacks a row of enemies up to two tiles behind the target enemy without receiving retaliation. Dug-In: Receives defense increase when enemy is more than 2 tiles away from it. Flying: Cannot be attacked by artillery units. Ignores terrain when moving. Force Field: Absorbs damage points, up to a minimum of 1 damage point. Frenzy: Deals damage to the enemy units within 1 tile range of unit on top of damaging targeted unit. Heat: Reduces attack of target Last Stand: Gains attack and defense bonus for every unit with last stand that is killed. MIRV: Hits targeted unit and between 1 and 3 additional units in range. Morale: All friendly units start a battle with 1 point of armor. Does not stack. Mortar: Its shots also cause 50% damage to the units within a tile/tiles range around the target unit. One-Shot: Is removed from battle after attacking. Dies when battle is lost. Poison: 50% chance of poisoning unit it attacks. Poisoned units lose 1 HP every turn. Power Shot: Ignores defensive skills and terrain. Rapid Deployment: Starts the battle in a random field on the map. Acts before any other unit. Rally: All friendly units start a battle with extra % attack and defense bonus. This ability does not stack. Reactive Armor: Cannot take more than 4 damage per attack.
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Recharge: Fires every other turn only. Secret Identity: Ignores first damage and transforms into another unit of your army. Dies instead, if you have no unit without secret identity remaining. Stealth (hides in terrains): When standing in varies with terrains, they can only be damaged by adjacent melee attacks. Swarm: Units with Swarm get a bonus in defence when they are adjacent to other units with Swarm. Defence bonus stacks Healing
Is the battle over and your units have been damaged? No problem – they heal automatically over time, one life point at a time. Units that were destroyed in battle do not heal. Their corresponding slot in military building is freed again and you can recruit a new unit there.
You also have a possibility to heal your units in your Army Management screen using Diamonds.
You have a chance to resurrect a fallen unit right after a battle, using Diamonds. It can be worthwhile, especially if you've lost 'unattached' units that are not from slots in military buildings but obtained through quests or events - a unit that you can't replace otherwise.
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