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Once the player has researched the Military Tactics technology and is a part of a guild, the Guild Battlegrounds can be accessed by selecting the Battleground building located at the north-east corner of the city. The player will then be transported to an island nation, which contains a fixed number of provinces.  Every 14 days, four to eight guilds from the same server world are selected to battle each other for 11 consecutive days (then 3 day rest till next).

 

To ensure that there’s no substantial difference between the participating guilds on each Battleground map, a League System made up of five distinct league categories: Copper, Silver, Gold, Platinum and Diamond is utilized.  The guild league placement is dynamically dependent on the guild's rating (MMR - Match Making Rating). A guild accumulates (or loses) MMR points every season. If the guild places in the middle of the battleground ranking it does not gain or lose any, and the further it places away from the middle the more is gained/lost. Whenever the guilds MMR passes a certain (lower or upper) threshold the guild will get promoted up the league or demoted down the league accordingly.  

 

At the Start of a Battleground, each guild starts at the edge of the battleground map with a province, which cannot be taken from them, called the headquarter (HQ). The distance between neighboring guild headquarters will be about the same. From there, the guilds can start conquering adjacent provinces. Guilds can only attack provinces which are adjacent to one of their own.  As such, if a guild loses their only adjacent province to one they are attacking, the guild loses the ability to attack said province.  Every guild member can click on an eligible province and either perform a fight or a negotiation. These fights and negotiations will always match the era of the player who performs it (so if you are PME then you will be against PME, if you are IA then you will be against IA, and etc.).  However, So at some point, performing attacks or negotiating will become unfeasible as the defending armies become too strong and the negotiations become too complex or too expensive. Whenever a player successfully completes a battle or a negotiation they will build up Attrition. This is a percentage value that directly affects the (attack and defense) boosts of the defending armies and the difficulty level of the negotiations that the player will face, as outlined;

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Attrition Level      Attack Penalty     Negotiation Multiplier

0                           0%                        1

1                            2%                        1

2                           4%                        1

3                           6%                        1

4                           8%                        1

5                           10%                       1

6                           15%                       2

7                           20%                      2

8                           25%                      2

9                           30%                      2

10                          35%                      2

11                           40%                      2

12                          45%                      2

13                          50%                      2

14                          60%                      3

15                          70%                      3

16                          80%                      3

17                          90%                      3

18                         100%                      3

19                         120%                      4

20                        140%                      4

21                         160%                      4

22                        180%                      4

23                        200%                     4

24                        220%                     5

25                        240%                     5

26                        260%                     5

27                        280%                     5

28                        300%                     5

29                        320%                     6

30                        340%                     6

31                         360%                     6

32                        380%                     6

33                        400%                     6

34                        420%                     7

35                        440%                     7

36                        460%                     7

37                        480%                     7

38                        500%                    7

39                        520%                    8

40                        540%                    8

41                        560%                    8

42                        580%                    8

43                        600%                    8

44                        620%                    9

45                        640%                    9

46                        660%                    9

47                        680%                    9

48                        700%                    9

49                        720%                    10

50                        740%                    10

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After completing the fight or negotiation, the member's guild will receive one or more advancement points (Negotiating an encounter will bring more advancement points than attacking as more time and resources are required for it), which will be visualized as a 'conquest flag' on the target province. The guild with the highest amount of advancement points in a province will have its “conquest flag” displayed in the respective province. Other guilds having advancement points in a province have their shield displayed next to the conquest flag of the leading guild. The closer the guild with the highest progress is getting to conquering the province, the higher the strength of the displayed flag will be.The first guild to accumulate enough advancements will gain control over the given province, whereas all other guilds that tried to conquer it as well will lose half the advancements that they have made towards that province.  With each won encounter, advancement points are gained. When a certain amount of advancement points is reached, the province will get taken over. The amount of advancements needed depends on the league - Copper League 40, Silver League 70, Gold League 100, Platinum League 130, and Diamond League 160.  

 

A province that was just won will be under lock-down for four hours, giving the new owner some time to get victory points or build sector buildings. During lock-down, no guild can progress their conquest flag further in that province.  There is no means of directly defending acquired provinces. The only way of defending your guild's provinces will be by trying to take the provinces of the attacking guild before they take yours. In this case, if the opposing guild loses all adjacent provinces they also lose all advancements that they have made towards your province.​

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The guild ranking of a battleground gets dictated by victory points, which are automatically earned by every guild once per full hour. The amount of victory points gained depends on each province, besides the HQ, that a guild holds, along with any province buildings adjusting victory points . Provinces towards the center of the battleground map provide more points than those at the edge of the map. The values of each province are randomized for every battleground and every season:

  • Provinces of the inner most ring (ring coordinate 1), may give between 100 and 200 Victory Points per hour.

  • Provinces of the second ring (ring coordinate 2), may give between 60 and 120 Victory Points per hour.

  • Provinces of the third ring (ring coordinate 3), may give between 40 and 80 Victory Points per hour.

  • Provinces of the outer most ring (ring coordinate 4) may give between 10 and 40 Victory Points per hour.  

 

When a battleground ends, guilds will earn Statue of Honor fragments and guild power based on their League placement and ranking within.​

          League:

          Copper                     Silver                       Gold                        Platinum                  Diamond

Rank  SoH Frags Power   SoH Frags Power   SoH Frags Power   SoH Frags Power   SoH Frags Power

1         13               54,600      39          163,800   65           273,000    91  382,200          130           546,000

2        12               47,900      35          143,500    57           239,000   80  334,800          114            478,200

3        11                43,300      31           129,700    52           216,100     73  302,600          103           432,200

4        10               40,800      30          122,300    49           203,000  68  285,200            97           407,400

5        10               40,400      29          121,000     48           201,600   68  282,300           96           403,200

6        10               39,900      29          119,700     48            199,000   67  279,300           95           399,000

7        10                39,500      28          118,500    47             197,400   66  276,400           94           394,800

8        10               39,100        28          117,200    47             195,300   66   273,500          93           390,600

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Additionally, each member may earn a reward (FPs, goods, units, boosts, SoH frags, diamonds) after each winning encounter.  

Attrition Level      Attack Penalty     Negotiation Multiplier

51                        760%                    10

52                        780%                    10

53                        800%                    10

54                        820%                    11

55                        840%                    11

56                        860%                    11

57                        880%                    11

58                        900%                    11

59                        920%                    12

60                        940%                    12

61                         960%                    12

62                        980%                    12

63                        1,000%                  12

64                        1,020%                  13

65                        1,040%                  13

66                        1,060%                  13               

67                        1,080%                  13

68                        1,100%                  13

69                        1,120%                  14

70                        1,140%                  14

71                        1,160%                  14

72                        1,180%                  14

73                        1,200%                  14

74                        1,220%                  15

75                        1,240%                  15

76                        1,260%                  15

77                        1,280%                  15

78                        1,300%                  15

79                        1,320%                  16

80                       1,340%                  16

81                        1,360%                  16

82                        1,380%                  16

83                        1,400%                  16

84                        1,420%                  16

85                        1,440%                  17

86                        1,460%                  17

87                        1,480%                  17

88                        1,500%                  17

89                        1,520%                  17

90                        1,540%                  18

91                        1,560%                  18

92                        1,580%                  18

93                        1,600%                  18

94                        1,620%                  18

95                        1,640%                  19

96                        1,660%                  19

97                        1,680%                  19

98                        1,700%                  19

99                        1,720%                  19

100+                     1,750%                  20

Attrition resets to 0 at Midnight server time each day

start
league
battle
attrition
conquest
lockdown
winning

Provinces can be customized with province buildings.  Each province building affects its own or adjacent provinces in a special way.  A member with the "Battleground Constructor" role can access provinces of their own guild to decide which of the available province buildings they want to build. However, each province building takes time to complete and will cost guild treasury goods to be constructed.  The costs given below are the total amount of goods which is split over three random goods. The goods can be from any era represented in the guild at the start of the battleground - bronze age players hereby will be counted as iron age players. The more players are of a specific era, the more likely it is that a needed good is from that era. The respective goods and specific amounts are randomised for every building, guild, province and battleground.

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Outpost

  • This province requires +10% advances to be conquered.

 500 goods 5 hours

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Fortress

 3,000 goods 6 hours

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Decoys

 500 goods 4 hours

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Traps

 3,000 goods 5 hours

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Watchtower

 500 goods 1 hour

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Siege Camp

 3,000 goods 2 hours

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Banner

 250 goods 30 min

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Statue

 1,500 goods 1 hour

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Palace

 12,000 goods 6 hours

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provbuilding

Frequently Asked Questions

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Q. Is it for guilds inside one world like GVG or different worlds like GE? 
The matchmaking will only happen on the respective world. No cross-world or cross-market at this time.

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Q. What goods will be paid and how?
The Treasury Goods will be needed to build the Battleground Buildings on sectors your guild owns.
 Each building does have a preset total goods limit; example Outpost costs 500 goods, Fortress 3000 goods.  However, the type of goods and each amount will be random, depending on the highest member age of your guild. If one is in VF, than all goods until VF can be used. If the highest member in Iron Age, then only Iron Age goods will be used.  The more members in a particular age the more goods from that age may be required.  Additionally, each building requires a set construction time to finish; example Outpost 5 hours, Fortress 6 hours - this time can be circumvented by paying Diamonds.

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Q. Do all guilds have to manually join or are they automatically put in the lowest league?
At first they will be put in the lowest league and need to fight their way to the higher ones. If a guild is not active in Guild Battlegrounds at all, they will be removed from the matchmaking. If they want to participate again, they need to open the guild battlegrounds and click a 'join next battlegrounds' button or something similar.

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Q. Does number of guild members matter?
The matchmaking will be done per league basis (activity). Thus, the amount of players in a guild doesn't matter.  But during play the more active players the better.

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Q. Do the negotiation goods come from the guild treasury or the player?
These come from the player.

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Q. What about support pool bonus from Observatory, will it be useful or only limited to GvG?
Will not apply to Guild Battlegrounds, only GvG.

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Q. Are the rewards/points in Guild Battlegrounds influenced by the level of the participating players?
The player age doesn't matter. Victory Points per sector will be given for the time your can keep a sector. Rewards will be given depending on your rank after the battleground was closed and the league your guild is in.

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Q. What would be waiting period for players who changed guilds?
If a guild gets a new member for battlegrounds, the new member has to wait for the next battleground to start

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Q. How will Guild Battleground's ranking points work with GvG ranking points? Will they add to each other (like GE giving extra guild power) or be replacement for GvG?
The battlegrounds feature will allow to gain more prestige points. These points will depend on the league of a guild.

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Q. To help make Battle Grounds a "level playing field" can you restrict players to only use armies of their age or lower and no higher age troops than their current age? Players can walk through GE with army of higher age troops than their current age
Attrition will handle this. A player with higher age units might be able to do a few more battles, but it should not be an issue, as speed is another important factor (not speedy to manually fight to save an important one-off troop)

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Q. Would "special goods" aka Oricalcum/Promethium be required to negotiate for players in AF/OF/VF?
No, special goods will be excluded from Guild Battlegrounds.

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Q.  Does the "extra turn" from the Tavern work in Battlegrounds?

No, Tavern extra turn does not work in battlegrounds

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Q.  How many buildings can each province have?

Depends on the province - the provinces directly adjacent to your HQ can have 0, radiating out from there they can have 1, the next radiation from there can have 2 and up to the center provinces which can have 3.

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Q.  When a province has a building on it and the province is conquered by a competing guild, what happens to the building?

There is a 50% chance that the building will be destroyed and a 50% chance the building will remain to benefit the new guild.

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Q. How do the guild rewards work?  In particular, the Statue of Honour reward.  Do the amount of fragments won go to all guild members, or is that total divided amongst guild members?

Every guild member who is a member before the event starts and still one when it finishes will recieve the same amount of fragments based on your guilds final position - each member gets the published amount (the published amount is not divided among all).  The exception is, members that leave or are removed from the guild and those that join or rejoin after the Event have started will not get any fragments.

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Q.  Does the number of troops you are fighting change with advancement or attrition or province placement / same for number of goods for negotiations?

It is randomly generated with each occurrence - you will always be asked for 4, 5 or 6 different goods, coins or supplies when you negotiate. There is no pattern to it.  Same with the number of units that you have to fight, sometimes you fight one wave and somerimes it is two waves.

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Q. Does anyone know how does the Era leveling work? If I level up, will I finish current Battleground in my former era, or will I face army from new Era immediately?

According to a forum comment you immediately get opposing troops from the new age, but negotiations from the previous age.

UPDATE- with the release of patch 1.166, aging up in the midst of an active Battleground will result in opposing troops / negotiations / and rewards all being from the age you were at upon the beginning of the Battleground - in other words the previous age - just like GE...

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faq
Hints and Strategies
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The Basics
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Don't spread attacks over several provinces at the same time. In most cases, it is better to conquer one province before attacking another province.

Prioritize which provinces to conquer. In general, provinces that provide more victory points per hour are better targets. However, it is also good to take away provinces from your nearest competitor. In some seasons, there may be provinces on the outer ring that no one is taking - conquering those provinces could provide victory points for the duration of the season. Outer ring provinces can also be good targets for some players who are playing at odd times and there are no defined targets in the inner rings.

Don't waste resources, as an individual and as a guild.  Don't spend more resources than you can afford. Don't spend diamonds on extra turns when negotiating - it is better to cancel the negotiation and try again as goods are easier to replenish than diamonds.  Don't build province building just for the sake of building them - construct only what is necessary, when necessary.

If the guild is winning the season handily, save resources. Taking 1st place by 1000 victory points is just as good as taking 1st place by 100,000 points.

As each person is limited in the number of encounters that can be completed daily (attrition), so also does the guild have a limit. The objective is to use those encounters to best effect.  Each league level, increases the number of advancements a province requires to conquer it; Copper 40, Silver 70, Gold 100, Platinum 130, Diamond 160.   Thus, as attrition climbs for each player, advancement becomes more expensive and harder - a group effort is required to spread attrition about.  It is necessary for each player to do their part each and every day as contributions not made cannot be made up.

A player who can both negotiate and fight can usually maximize advances by negotiating first, then fighting. Early on, the average encounter might take an average of 20 goods (taking into account that negotiations are cancelled after 3 unsuccessful tries). If a player has 200 goods available, that might mean about 10 encounters or 20 advances. If that player fights first, by the time fighting no longer becomes possible, attrition will already be high and negotiating could already take 200 goods or more for a single encounter.

There is nothing to stop two guilds from cooperating with each other. Besides not attacking each other, attacks can be focused on each other's closest competitors. Of course, competitor guilds may also be in alliance. A problem with being in an alliance is that only one guild can take first place. On the other hand, will it be possible to take first if two or three other guilds are allied against you?

Depending on locations of players involved in the competition, there may be daily quiet times when very little fighting is done. Provinces taken a few hours before that quiet time not only benefit from the 4-hour lockdown, but also from the ensuing quiet time. Similarly, certain opponents may have quiet times and taking their provinces a few hours beforehand would also be beneficial.

In addition to your guild having a limit in number of encounters that can be won, so also do the other guilds have a limit. By carefully monitoring an opponent guild's activity, it should be possible to determine when they have used up most of their ability for the day. At that point, a conquered province cannot be retaken at the end of the 4-hour lockdown. On the other hand, waiting too long to engage an enemy may mean they are gaining points every hour for provinces that could be taken away earlier.

If you are a fighter, you should consider increasing your attack/defense. GBs such as CdM, AO, Kraken, etc. will all be helpful. (Virgo Project probably won't help too much because of the limited number of times it fires even at high level). If you are a negotiator, anything that increases the amount of goods you generate daily will be helpful. Star Gazer might be a good idea (although the amount of goods it gives is rather limited).

At both, the individual level and guild level, Guild Battlegrounds is all about resource management. As said in the first paragraph, do Not spend more resources on any given day than you can replenish. Do not spend diamonds to get one extra attempt while negotiating unless you have diamonds aplenty. (Although if you spend diamonds for extra negotiation attempts, you may soon find your surplus of diamonds dwindling fast.) Once your personal limit for the day has been reached - STOP!  That being the same for the guild treasury, do Not spend down goods by constructing province buildings that mean little strategically.  Think about the placement of the province and decide how to best utilize any buildings. A province near the guild's base or in the midst of other owned provinces probably won't be attacked soon, so defensive buildings like the Outpost or Decoys won't provide much benefit.  
 
Intermediate
 
As what should be basic strategy, select, at minimum, a single member from the guild who will serve as a Commander to guild members - announce and mark individual provinces as target so everyone in the guild can concentrate on that one single province till conquered, then and only then moving on to the next province.  At intermediate level, it will be best to have at minimum 2 members serve as Commanders, 3 being better.  This GBG leadership team should be all linked in communication to debate strategies and objectives.  The 2 or 3 should divide themselves as around the clock watchers of the map.  The Map will need to be monitored around the clock - as once a province is concurred it is only locked for 4 hours, after that 4 hour timer, the province is opened to attack again - expect rival guilds to be watching.
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With the opening start of a new season, the first objective is to make a bee-line for the center of the map and once there take as much of the center as possible.  Afterward, start working on the outer ring, the number 2 provinces, to inclose the center.  All while looking at what the competition is doing.  
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                         see the white colored tiles, showing a beeline to the center, then spreading to either side <and, yea, that's 125 Attrition>
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Watchtowers and Siege Camps are very important to use during this race for the middle, as time is critical and keeping attrition at bay will allow your members to go further in advancing provinces.  

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Remember, the highest paying provinces are the middle "bullseye."  The goal should always be - have and hold as much of the middle "bullseye" as possible for the longest amount of time.  The center provinces pay so much in Victory Points that you would literally have to hold double as many outer tier provinces to equal, or triple 3rd tier provinces, or quadruple 4th tier...

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                            the "bullseye" in yellow (highest points), outer ring or 2nd tier in green (2nd highest points), 

                            3rd tier ring in blue and 4th tier ring in purple.  Grey is HQ locations

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Clock watching - Once you have ownership in the center, the Commanders should start orchestrating ownership of the outer tier 2 ring, with optimally a 2 hour difference between providences owned next-door.  You should try to optimally have 2 two hour offset provinces next to provinces you own.  This allows for you to seesaw back and forth in gaining and expectedly loosing provinces to rivals, owning 2 two hour offsets gives you a buffer if you were to loose one of them.  In this fashion, the more challenging maps will take on a kinda checker-board look - your guild color intertwined with the rivals.

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This back and forth province swapping can be maintained by the orchestration of the Commanders guiding guild members where and when to concentrate their attack, again one at a time till concurred.  Another way to accomplish this swap is by partnering with another guild - creating an alliance to swap provinces back and forth - this will make rival guilds to this alliance very challenged to break into this province swap block-aid.

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As learned already in basic strategy, you may only attack provinces next to ones you own.  To expand on that, if you are attacking a province and a competing guild is attacking the same province, the one who reaches the advancement level first wins, the loosing guild's advancement will cut in half after the province is won but this 1/2 remained will be left on the province, saved for re-attack after the 4 hour lock period.  Having this retainer on the provinces is very nice, as when you can attack it again, your new effort will be added to the left over retainer - making conjuring faster and easier.  However, this retainer is only retained if and only if you keep a province next-door.  In other words, if you loose the adjacent provinces then you also loose all effort you have in advancement and/or retainer on surrounding provinces.  Hence the mention in preceding paragraphs that optimally you should have 2 (2 hour offsets) adjacent provinces to one you own, thus saves you from cutoff if you loose one.  On the inverse, you can use this knowledge as a strategy -- Say, if you and rival is both attacking a common province, then instead of just racing with the rival on the target, you could target the province the rival currently owns (if you are adjacent to it, obviously).  By attacking this way, if you can take the currently owned province before the rival takes the other target, then you gain not only the rival guild province but the rival guild also looses all advancement on the original target (if they do not own another adjacent province).  To further enhance this strategy, don't take the originally targeted province for 2 hours - this sets you up to sea-saw back into the adjacencies once the 4 hour lock releases 

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Races and slowing your rivals -- this is were Decoys, Traps, Outposts, and Fortresses come into play.  Decoys and Traps are used to increase attrition rates on rival guilds when they are advancing on provinces you own.  Outposts and Fortresses are used to increase the advancement requirement for provinces you own.  If you are racing with a rival for a common province (as explained above) and the rival targets your owned province then you can place one or more of these buildings up to slow the progression of the rival, thus giving you advantage on your advancement.

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Advanced

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At this level, the Map will be turning over very fast, expect provinces changing every 4 hours.  Guilds are going to be extremely active - I have partaken in conquests that concurring a province literally took less than 1 minute - Yes, less than 1 minute.  To achieve this you must have a significant number of active players with significant resources.  But, more importantly a board of Commanders to steer the guild in the correct path and watching the map constantly.  This literally ends up being like a real full time job, so treat your advanced Commanders well.

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At this level, timing will be extremely important.  A Board of Commanders will lay out a strategy of turning over provinces in a timed, clock work like fashion - strategy planning will be required - Also, it maybe advisable to have participating members organized into squadrons around the clock, to spread out attrition and guarentee available players during morning, noon, afternoon, evening, night, and overnight.

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As a defensive means you can advance provinces around you to just under owning them - sitting on the province to buy yourself time and preventing rival guilds from attacking the "just under" province (wasting fights).  This also allows you to set up timing for turning over provinces.  This strategy is extremely effective when partnered with a guild alliance, effectively building a "just under" wall of provinces protecting your center.

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A defense to such strategy is if you own the "just under" provinces then you can place a Outpost or Fortress, there by increasing the required advancement, this will buy you time to advance elsewhere or if you need the "just under' province to turn over, then a increase in the required advancement may entice the rival to increase their advancement, then once they are over the original base requirement, you can delete the Outpost or Fortress - this will immediately drop the requirement back, thus immediately turnover the province.  Kinda a carrot and stick approach.

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Other tactics include diversions - kinda like that 2 way Tic Tac Toe trick - entice the rival to hit a province while they are enthralled you can sneak and hit another province, may not be the grand prize but setting you up for cascading back into high-point provinces.  As there is no way to defend the direct attack of a province, you must always be preparing a route back after timed turnovers.

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      notice on this image several of the strategies we speak of:  notice the white guild and orange guild checkerboard like

      pattern of swapping providences back and forth, also notice that a white owned providence is adjacent to at least 2 other

      white owned provinces, thus if one access is lost another still exists (remember provinces must be adjacent to one another

      for attack).  Look at the banners, provinces are fill to within a couple of contacts before flipping - this means that anyone

      else attacking will be simply wasting fights, as it will only take one extra fights or two to flip the province for the holding guild

      In this pattern on alliance (between white and orange guild) they will be able to flip each province in a coordinated fashion,

      like running along a spiral from the center - thus, keeping a coordinated time frame of turning provinces every 4 hours

      (this allows for a continuous supply of fights and rewards for guild mates).  Thru literal alarm clock setting, every 4 hours 

      fighters can plan on being on-line.  Once the province is lock-released an onslaught of mates can all hit one province at

      a time, thus filling it to within 5 fights of flipping and then hold and go to next.  This alliance completely shuts-out other guilds

      as can be seen on this map - other guilds are confined to the 3rd and 4th rings squeezed out of the profitable center.

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The last thing I'll mention is -- the new concept of "gbg farming" - what is being seen now in the game is 2, 3, or more guilds working together in alliance to swap provinces back and forth (as described above) but not in competition.  These guilds are working together to just trade provinces so that everyone within the guilds can just farm rewards from fighting.  Typically, the commanders of these guild teams form communication threads and come up with a time schedule to swap.  Also, agreed is to keep Siege Towers in place and build new ones, again benefiting all.  This was probably not the original intentions of Innocences to have this take place but players are now making enormous gains in player points via this "farming" - truly showing that FoE is a fighting game - as the gain of these new points are beginning to reshape the established old player ranking...

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1.167 game update - new attrition (this was Dec 9,2019)
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Inno states that a rebalancing took place due to Negotiations provide more points yet does not attrite as fast.  Also wanted to close the attrition cap and balance more powerful players vs not so...
Thus, the result is outlined below;
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Before change                                                                                        After change

Military    Negotiation                         Attrition Level                             Military          Negotiation

10%               1                                                  5                                          12%                     2

30%              2                                                 9                                           27%                    3

70%              3                                                  15                                         61%                     4  

200%            4                                                  23                                       126%                   5

340%            6                                                  30                                       203%                   6

420%            7                                                   34                                       255%                   7

580%            8                                                   42                                       378%                   8

720%            10                                                  49                                       507%                   9

1540%          18                                                  90                                        1740%                 20

1750%          20                                                 100                                       2275%                22

1750%          20                                                 106                                        2569%               23

1750%          20                                                  113                                        3056%                24

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Also of note Spring 2020

Spring 2020 Inno introduced 'indicators' that could be added / overlaid on the map -- these allowed easy visual representation for players to see -- a "target" for targeted sectors and a "stop / no sign" for finished sectors (meaning = stop attacking it).

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November 2021 update - map and rewards changes

This update brings a completely new map, new reward buildings, a new more comprehensive log, and a few other changes.

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So first, the new map!

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As you can see, this adds many new sectors and is hexagonal, 5 to 8 guilds per map with 61 sectors.  This will change the dynamics of current play in several fashions -- more guilds in play, different pattern (may make checkerboarding more difficult), more adjacent sectors to each (trading will be tougher along with defending).  Inno also notes that this new map will not replace the old map, but rather be alternated with it - so say this 2 weeks is the old map, next 2 weeks will be the new map, and so forth.
So this looks to be very interesting and gives a much needed refresh to GBG.  The alternating map set up is nice too -- maybe Inno will come up with many maps that generate randomly for each new session... time will tell.

Rewards
The Statue of Honor and road will be replaced with The Great Elephant.  This new building has 8 levels with the last being a choice of 3 different versions - offering the guild goods and crowns rewards but also adding attack bonus and Fps.  Also, there is a chain building (replacing the SoH road), the Iridescent Garden - offering defense bonus, goods, fps, happiness.  To be clear, its the main/grand prize that is changing, the lesser rewards for fighting remain the same; units, FPs, potions, etc.








Log
the log will now include who (player) conquered/flipped a sector and also who attacks a sector marked as ignor/no-go, this will be termed; "Intruded".  Thus, monitoring 'bad player behavior' will now be included so that guild leaders can enforce command and control.






Other stuff
The guild window will now include some information about GBG status present and past.  This will add to the other factors in ranking a guild (at least in mind).  Added information is included on the GBG map by clicking 'D' -- this will toggle to showing how many buildings a sector may support.








and the beat go on...
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