What's on your mind?
As I sit at the far edge of the Early Middle Ages (EMA) age, waiting to get a Statue of Zeus (SoZ) great building before going into the High Middle Ages (HMA), I’ve been puzzling about what other factors I should consider before aging up.
My guildmates seem to think that I need 1,000 of each good stocked before I go into the next age. That to me seems preposterous, as it would take me months of idling here at this spot, not fighting, not negotiating... doing nothing but poking buttons to set timers to gather goods and supplies. There’s no fun in that. This is a game, after all. I have a suspicion that the answer to the question of when to age up is rooted in why you’re playing the game in the first place. But that’s another essay, and I’m running a poll to do a little discovery.
On to this topic:
People tell me to get rid of all the previous-era production buildings. “A waste of space,” they say. I cogitated on that some, and here’s the conclusion I arrived at: it’s not.
In a game where you’re severely limited on building real estate, the metric of “productivity per square” (PPS) is a good one to decide when to sell an outdated building and replace it with something from a later age. A 4x4 building that produces 320 supplies per day (20 per square) isn’t as efficient as one that is 3x3 and produces 225 supplies per day (25 per square). It’s the same with goods buildings: a Stone Mason takes up 16 squares and produces goods at the same rate (though at a lower cost per production cycle) than a Beekeeper at 9 squares. Each produces 5 in four hours, 10 in eight hours, etc.
But that’s not the total of the space they occupy. Sure, on the board, each of those buildings takes up a certain footprint, however the cost in people to build a Stone Mason is 108, and the cost to build a Beekeeper is 340. And those houses take up space.
In my EMA city, I’ve replaced all the houses but one with Clapboard Houses, which produce 111 people each on construction. If I sell that Stone Mason, I get the 108 people back and sixteen squares. But 108 people isn’t enough to build a Beekeeper; I have to build three more Clapboard Houses at 111 people each to get enough population to build the Beekeeper (leaving 101 people for other projects). So the total footprint taken up by that Beekeeper is its native nine square footprint plus twelve squares for the houses, not to mention the 108 I got back by selling the Stone Mason (nearly a wash with the 101 extra).
Then there’s the question of feeding the two goods buildings. The Stone Mason takes 400 supplies and 400 coin in a day’s worth of production to get 20 stone. The Beekeeper takes 1600 supplies and coin per day to make 20 honey. In the market, a “fair trade” is 2:1 for trading lower-ranked goods to upper-ranked goods, so 20 stone trades for 10 honey. When I first started playing, I thought it was 2:1 for a single step, but it’s for any level span. Try it.
Supplies in the EMA are best produce by Shoemakers at a non-boosted level of 1050 per day. They take up 9 squares. So to feed just the Beekeeper, you have two Shoemakers going, though you have change of about 500 supplies per day, so the cobblers get a rest every few days. The aforementioned Clapboard Houses produce 240 coin in a day, so you need seven of them (the original three plus four more — 28 squares) to keep that Beekeeper making honey.
Crunching all of this, to get 20 honey from a Beekeeper, I need nine squares for the building itself, eighteen squares for the Shoemakers, and twenty-eight squares for the houses, a total of 55 squares producing coin and supplies for 20 honey. That’s 0.36 honey per square. And that’s not considering the cost in people and production needed to build the Shoemakers.
If I used the lowly Stone Mason to produce 40 stone (two days’ worth of production), which I then later traded for the same 20 honey, I could do it in one day with two Stone Masons (32 squares) plus 800 supplies and coin (one Shoemaker, four Clapboard Houses — 25 squares). That’s 57 squares, or 0.35 honey per square. Ha! you say. More efficient. Well, hold on.
Let’s talk about the Lumber Mill, also from the Bronze Age like the Stone Mason. It takes up the same footprint as the Beekeeper (nine squares) and has the same feeding needs as the Stone Mason. So with a Lumber Mill, the same 20 honey could be produced via production and trade using 43 squares (0.46 honey per square). That’s far more efficient than the Beekeeper alone.
I’m not suggesting that you restrain yourself to only building low-level goods buildings and trading up. Those upper-level goods have to come from somewhere. But I do suggest focusing on building and keeping the production buildings for which you have goods deposits (raw materials), acquired by gaining provinces on the map. Maybe get rid of Stone Masons in favor of Lumber Mills (e.g. same-age buildings with smaller footprints), but don’t be so quick to throw out what’s already working for you.
14 Votes in Poll
I'd like to hear your opinions about the following subject:
IF you plan to build the Great Buildings
Cape Canaveral (CC) to level 63
Himeji Castle (HC) to level 58
Space Carrier (SC) to level 58
Blue Galaxy (BlGa) to level 57
To max your goods and FP output.
Is it better to level one by one to their most efficient levels or take a balanced approach?
At the moment I'm raising my Arc, so this is something theoretical for the future.
But it already feels like I'm missing something, whenever I put FP in my Arc.
Each day I think: IF I had even a small CC, it would already produce some FP (and pay a bit of). Whenever I win a battle, it feels like I'm missing the reward from HC. Same goes for negotiations. And day by day, when I collect my event buildings, I wish I had the BlGa to double at least some of the collections.
Therefore building all of them and raising them to a decent level could be considered.
But also space is utterly crucial. And having a low level inefficient GB feels gruesome. Only tearing it down is worse and almost physically painful ;-)
So I'd like to hear your ideas on the topic:
A) One by one to their prime level
B) A balanced approach
C) Something completely different
Thanks in advance
Is there a link to a page that explains the symbols on the various military descriptions? I can figure some of them out but others remain a mystery. It’s hard to know which to use against certain armies when I don’t know all the strengths of my different warriors/cannon. Thanks for any help!
I have only been playing this game for about two and a half months, but, I am pretty active at it. This morning, my neighborhood changed. I had 303 forge points invested in a neighbor's GB that was near returning me 145 forge points and over 5500 medals. I, also, had several smaller investments in neighbors GBs. All of this disappeared when the neighborhood changed. I didn't realize that was going to happen or I would have put up more fps to collect several of those GB investments. Is that how it works, whatever you have out there is just lost every two weeks?
Hello i just started playing FOE and i love it!
Here are my stats
A/D is 258/173 respectively
Daily FPs from City collection is 130
The Arc (15)
Statue of Zeus (10)
Cathedral of Aachen (6)
Castel Del Monte (5)
Temple of Relics (2)
Himeji Castle (6)
How do you think I will fare in Arctic Future? I also can get to 25 Attrition in GBG without losses.
I have been looking at the cities of my fellow players, and what I saw was ....frankly....an eyesore....
It sort of made me want to stay in the earlier ages, because going to newer ages just made a screen look so confusing that it was hard to make sense of it....
It seems as if all players, as they progress through the ages...become hoarders, and it's not uncommon to find Early Middle Ages represented on the most advanced Ages...causing a total cacophony of unrelated mixes which...frankly to me...creates an eyesore, especially if you care about your friends and don't just want to 'randomly aid' them but is searching for a specific building to boost!
This is my idea... In reality, if buildings are not 'renovated' or kept up...they begin to disintegrate and turn into ruins... There should be some 'penality' for keeping buildings which are not useful anymore and which do not contribute to an age...but there should be a 'ruins' reward if it is allowed to disintegrate and eventually disappear making place for something new...
The space it stands on should become available for a new building and should remain 'buildable'...while the building starting to fall into disrepair should provide some 'bonus' for the player allowing it to disintegrate over time...
On the other hand, keeping buildings which are not relevant anymore...(example housing from a previous area, etc.) should be made to cost an upkeep fee...in supplies and coin... After all, renovating or keeping up a building costs money in real life!!!
The landscape may change a lot...but I believe when one visits friends or other members, one would begin to see cities/towns more representative of their respective era's....and the players will have more space available to lay out their cities in a fashion that gives the feel of a city...not a storeroom of collected buildings...
One could perhaps also introduce a 'museum' (separate portal), where buildings players want to keep, can be stored (without disintegrating)...and which can be randomly brought back as the player decides to change the face of his city... It could be a building which if clicked on, will be a portal to access stored 'archeological evidence of bygone era's'
What say ye?
Is there a difference in FREQUENCY, not quantity of the reward you receive, but when you get a reward how often are you getting them when you're farming or just attacking 4th and 5th rings versus 1st or 2nd ring? Yes I know the victory points change but I need to know if I get less opportunities to when I attack rings 3 and 4.
Any tips? BTW this is my City so far
I have heard of them and seen them - how do you transfer your WWs to other cities?
There are always a few players who have a crazy bonus in my neighborhood. I have tried to friend them, but most decline, and keep plundering. Is there anyway to defend against this?
The most recent person had:
The fighting GBs at lvl 20 or above
Lvl 6 AO
Lvl 3 Kraken
Lvl 6 TA
Is there any way to defend against this, or similar people???
From time to time I see a gold star over something, what is it?
I am in the EMA with a 27/29, about to become 30/32. Is that decent? I have the SOZ (7), COA (2 almost 3), and I am trying to find space for the CDM. I also have a Traz (3). Is that decent, and am I ready for the HMA? If not, what can I do to prepare?
Ok i got tribal square after solving the second encounter and it looks really bad. Why do i always get bad stuff. Completed the third expedition map and gave 20 fp bruh i get that from relics everyday i was hoping for tf
What are the best HMA units? I currently have a 67% attack boost and a 36% defense boost. I have 2 Armored infantry barracks, 2 crossbow men ranges, 1 berserker, 1 Knight, 1 trebuchet, and 1 rogue den. Should I consider having 2 trebuchet camps? And what’s the best set up to run
Im new to the game and a little lost. I just opened the technology and the game gave me a tavern. Do I still have to build a tavern. I noticed that my profile doesnt show that I have a tavern, yet my friends are sitting at the tavern that the game gave me. Im confused