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Fighting

fighting

 

The Foundation

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Army Management

The Helmet icon to the lower left of your screen is Army Management.  Here you can manage your units/troops and assign them to both your Attacking army and your Defending army. In each of your armies, up to eight units can fight. The two armies are separate; the Attacking army is the one you use to fight, the Defending army is the one used to defend your city.  You should always try to put as many troops as possible into an army. The units in your defending army defend your city. Fellow players have to defeat them when they attack you. But fear not: even if your opponent is victorious, all units/troops in your Defending army will be healed and revived to full strength immediately after any battle. To assign units to your Defending army, click the blue helmet button on the left and then click on the units you want to assign.  You can select defending units from both the current attacking army or from the available units. If you have unattached units (explained below) it is a good idea to use them for defense, as you risk losing them if you use them for your Attacking army. The assignment of a defending army is unlocked by completing the Military Tactics (tech) research in the Iron Age.  So, your Attacking and Defending armies are separated and unique from each other.

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If you want to attack another player or an enemy on the Continent map or in GE, you use the units in your Attacking army. They are not life protected (like the Defending army) and therefore can be destroyed or damaged in battle. So if a unit of your Attacking army is killed in battle it is terminated and you loss it.  You select troops for your Attacking army by just clicking or dragging them up to one of the eight army spots in the upper left quarter of your Army Management screen.

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The units shown at the bottom of your Army management screen are pools of the various units/troops you have in inventory.  You can use the various control buttons to sort them in several ways and use the left-right scroll to see more you have in inventory.  By scrolling all the way to the right, you come to a yellow cloud icon, hovering over this will list totals of different troops as the left-right scroll only shows 20 of a kind unit, rather than the 100+ you may have (eventually).

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As mentioned above, you have attached and unattached units/troops.  Attached units are ones that you have made in the relevant military building.  Unattached units/troops are units that you win as rewards from quests, GE, the continent map, or bought from the game store.   Incredibly valuble. they are not tied to any military building so when you remove a military building and the troops that they produced disband you are still left with all your unattached troops.  They are best used in defence of your city until you have better and afterward they are either for defence in GvG or attacking 2 spear city defences to get medals from earlier ages.  Unattached units/troops are shown in your Army Management window with a striped banner in the upper right corner of the unit/troops icon.

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Unit Types

In each age, there are five different base military buildings that produce the different base units of that time. The base units differ in their type.  There are fast units, light and heavy units and units with ranged or artillery attacks.  The different base unit types have different characteristics (generally outlined below) and offer bonuses verses other units of different types (graphic at end of article).

  • Fast units have a good range of movement, but they cannot take much damage. They are a great way to take out ranged classes.

  • The light units are genuine all-rounders: they are fast, inflict good damage and can withstand a lot. They are best at intercepting enemy heavy units.

  • The heavy units are moderately slow and heavily armored. They are formidable opponents when they make it into close combat; there they outmatch any other unit.

  • Ranged units are fast and can attack from a distance, and their attack causes significant damage. However, they cannot defend themselves and are easy prey for all units which manage to attack them in close combat.

  • The artillery units are lost in close-range combat. They are very slow, very weak defense, and mediocre 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. If used in numbers, it can take out enemy artillery units without getting damaged. It can also defeat most units from an age up and all the ages below.

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Additional, Special Unit Types

There are a few special units that one gain via quests, GE, and special events.  Each one has unique abilities that may give bonus to the individual troop or enhance your entire army.  Information about the special units can be found here.

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Special Skills

In addition to characteristics of the base unit types; there are some base units in the game that add a further layer of tactical options to the players by featuring special skills. Right now the following skills are in the game:

  • Blast: This skill is only found on 3 units with ranged attacks, i.e. HowitzerMicrowave Blaster and Exoskeleton Soldier. A unit with blast deals more damage for every field it is closer to its target and ignores stealth.

  • Stealth in (terrain): A unit with this skill can only be attacked from adjacent fields, as long as it stays in the specified terrain. For example, Jaeger InfantryRangerParatrooperCommandoStrike TeamStealth TankHover Tank and Surrogate Soldier.

  • Secret Identity: A unit with this skill completely ignores the first attack it takes. Instead, it transforms into an undamaged copy of another unit of your army, that does not have secret identity. If no such unit is left, the attacked unit gets removed from battle instead. For example, Rogue

  • Chivalry: The skill is used by the High Middle Ages Knights and Late Middle Ages Heavy Knights (with Chivalry values of 3 and 5 respectively). The skill increases attack and defense when this is the only unit with chivalry in the army. Example: Champion (varies with values of respectively).

  • Call of Duty: Grants attack and defense bonus to all friendly units when this unit is killed. (Can only be applied once.) Example: Champion.

  • Dug in: Units with this skill gains defense bonus if the attacker is a certain amount of fields away. The distance varies upon the unit. Example: CannonField GunBreech LoaderRapid Fire CannonSniperBazooka TeamMG TeamAnti-Materiel Sniper and Recon Raider.

  • Rapid deployment: Units with this skill start the battle in a random location towards the center of the map and act before any other unit. Example: ParatrooperStrike TeamUltra AP and Drone Swarm.

  • Close Quarters: Units with this skill gains attack bonus when attacking in adjacent field. Example: ConscriptCommandoExoskeleton Soldier and Surrogate Soldier.

  • Flying: Units with this skill cannot be attacked by artillery units and ignore terrain when moving. Example: Attack HelicopterCombat DroneDrone Swarm and Dragon Drone.

  • Reactive Armor: Found on only 3 units, cannot take more than 4 damage per attack. Example: Assault TankHover Tank and Battle Fortress.

  • MIRV: A found only 1 unit in this skill, hits targeted units and between one and 3 additional units in range, able to target maximum 4 enemy units in one attack within range. Example: Missile Artillery.

  • One-Shot: A found only 1 unit in this skill, unit is removed from battle after attacking and dies when battle is lost. Example: Missile Artillery.

  • Contact!: Units with skill always retaliate against attacks within range, including enemy units are hidden. Example: MG TeamAnti-Aircraft Vehicle and Ultra AP.

  • Heat: A found only 2 units in this skill, unit reduces enemy target's attack 20% and colors them red (does even stack). Example: Microwave Blaster and Satellite Spotter.

  • Morale: A unit with this skill makes all friendly units start a battle with 1 point of armor, its will be extra 1 hp for all friendly units, for a total of 11 hit points. Does not stack. Example: Military Drummer.

  • Recharge: A unit with this skill attacks every two turns. Example: Rail Gun.

  • Power Shot: A unit with this skill ignores defensive skills and terrain, including ignoring Flying ability, Stealth, Dug-in, Chivalry, Call of Duty, Last Stand ignoring all enemy defense bonus from terrain, but does not ignore other skills, all enemy attack bonuses from terrain and enemy unit bonuses. Example: Rail Gun.

  • Rally: A unit with this skill gives all friendly units with an attack and defense bonus at the beginning of a battle. Does not stack. Example: Color Guard and Military Drummer.

  • Dragon Breath: A unit with this skill that attacks a row of enemies up to two tiles behind the target enemy without receiving retaliation. Example: Dragon Drone.

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Movement and Attack

The 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 classes and fast units have to attack into an adjacent field, while ranged classes 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.

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Terrain

On the battle map, there are different types of terrain. Forests, bushes, rocks, hills, water bodies, plains and swamps are examples of them. The Terrain offers 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 unit get defense bonuses in bushes and forests, heavy units are better protected in plains, artillery units receive an attack bonus when they shoot from hills, whereas those with ranged units attacks deal more damage standing on rocks. Only fast units do not receive benefits through the terrain. Rough terrain benefits ranged units that stand behind it as both melee classes have movement range that are significantly smaller, therefore allowing you to hit the enemy effectively without the enemy attacking your ranged units the following turn.

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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, as mentioned above and outlined in the graphic at the end of this article) 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.  Attack stats and Defense stats are not 1:1 (example a attacker with 7 attack hits a defender with 7 defense, one at first would think 7 from 7 equals zero, so the defender must be killed with one hit but this is not so).

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Bonus

The stats (attack and defense) of units may be further influenced by a percentile boost. While on some provinces of the Continent map, enemy units 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),  Also, in GE as you advance in age so the defending natives in GE advance in attack and defending bonuses.  Native army bonuses (and more info about GE in general) can be found here.  There are three different types of bonuses that can boost the armies of players, they can be accumulated from certain buildings; examples are Watchfire, Ritual Flame, Monastery, special event buildings (and sets), etc, and some Great Buildings, like Deal Castle, CDM, CoA, etc, and/or bonuses may be temporary given via Potions and/or Tavern boosts   These three types of bonuses are:

 

  • Defense boost: All units in the Defending army (not Attacking army) get a bonus to their defense stat only, which means they take less damage when attacked.

  • Military boost: All units in the Attacking army or the Defending army (specified by the GB) get a bonus to both their attack and the defense stats, which means they take less damage and deal more damage.

  • Attack boost:  All units in the Attacking army (not Defending army) get a bonus to their attack stat only, which means they deal more damage.

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Difference in Unit Age

Every Age the units stats change, typically getting tougher but not always the case.  As described elsewhere, it is possible for a player to gain troops beyond their age by going forward (beyond current age) in the Story Quest.  To give a base difference from age to age the following comparison took the average attack strength and defense strength of all 5 unit types per age and calculated them against the next age older.  

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Age     Base Strength   % stronger than previous Age troops

BA          5.5                         0% <no preceding age>

IA            7.5                         36%

EMA        10.5                       40%

HMA       15.5                        47%

LMA        20.5                       32%

CA          27.5                        34%

InA          30.5                        11%

PE           34                            11%

ME          51                            50%

PME        63.5                        24%

CE           88.5                       39%

TE           98.5                        11%

FE            127                         29%

AF            141                          11%

OF           169.5                      20%

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Battle Points

Battle points are awarded when, and only when, you win a battle.  The points are calculated off of the age of the units/troops; the amount of damage the Attacking army inflicted on the Defending army, plus your happiness modifier, minus the amount of damage the Defending army inflicted on the Attacking army.  So to get the most points possible it is not enough to just defeat the Defending army but to also insure that your Attacking army is not damaged too much.  Also, of note, your Battle points awarded for winning a battle are boosted, or not, by the level of Happiness you have in your city.  So a Enthusiastic city gets you a 20% bonus to your earned Battle points.  Battle points rank you in PvP Tournament, in GE, and your Battle points divided by 50 are added to your overall game Player Ranking.

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Strategies

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Reading the Unit Bar (at the middle bottom of your screen) - the Unit bar shows each unit, Attacking and Defending.  Your units that are unattached have the stripe banner indicating them.  You can hover your mouse over each unit and it will highlight the corresponding units place on the field (their hexagon outline will turn orange) and will change the field into 2 different shades around that unit - the darker shade is were that unit can move, the lighter shade is were that unit can attack (for shooting units).  The round area to the very left, displays the current unit that will be attacking. The units to the right in the square bins, are the units (yours and the enemy), in the order that they will fire/attack...  You can take advantage of using this "read" to place your units out of harms way of the opponent or "read" which opponent unit will attack first so you can hit them first.  It makes more sense to attack the one who can fire next, as opposed to attacking the one closest (who may have just fired at you and is now the last one in the firing order - a damaged unit firing at you will cause less damage on you).  There’s only one exception that we must be sure to consider when using this attacking strategy.  If a closer unit is about to take out or damage a key unit you have, you should always deal with that unit first.

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Hit your enemy first or another words skip your first turn...  Undoubtedly, you have noticed that when a battle starts troops are too far from one another to attack the first round (except on rare occasions).  So the first round of play is just about getting closer to attack.  If you skip your units the whole first round (i.e. don't move) then the defending troops will move closer to you, which means on the 2nd round you will be able to fire the first shot.  On occasion, this may require skipping the first and second rounds when fighting against slow moving heavy troops.  Of course, keep in mind artillery units can fire almost completely across the field, so if facing artillery this will only leave you free of damage the first round usually.  When facing only artillery (or mostly artillery), it may be prudent to ignore this hint and instead move first - as your troops must get across the field to be closer to attack enemy artillery; enemy artillery will generally try to move away from you while still attacking.

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Rogues are one of those Special Unit Types, they are basically utilized to add troops you do not actually possess to an army.  Thus, what you usually see is an army consisting of 1 or 2 “powerful troops” and 6-7 Rogues.  Such a set up means that each of the rogues, when hit, will transform into the "powerful troop" thereby expanding your (or your enemies) assets.  For a real player attacking and meeting a rogue defense, depending on what “Powerful Troops” that your enemy has deployed, normally this set up is quite easy to defeat by killing the 1 or 2 real troops first the rogues will have nothing to transform into and will die.  So, if possibly kill the 1 or 2 real troops first!  Having said that be careful as the enemies rogues advance, you don't want one of them hitting you first as a power 100+ hit blow you will take.  When a real player utilizes rogues in their attacking army one can take advantage in that the AI troops generally will attack all the rogues first.  When this happens you can take advantage of using the rogue as a 'decoy' to stave off attacks on your 1 or 2 real troops.  Thus, one may take advantage of asset expansion and bait ploys.  Of note; it appears the AI on the Continent Map is programmed a bit different than the AI for GE - as stated before, Rogues are usually targeted first on GE and PvP, however in the Continent Map the AI tends to target the original troop(s) first and not the Rogue - keep this in mind on the Continent.

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Some other notes about the AI;  the AI will always attack if there is something in range.  You can sometimes use this to bait enemy units away from your units with less defense stats (like artillery).  If there's nothing in range but a target just one square out of range it will often still chase that target even if it's the 'wrong' direction.  Fast units are particularly good at this style of baiting.  The AI tends to (not always) target different units with different units on the first hitting round - you on the other hand, should almost always concentrate your fire to kill fast, even on the first hitting round.  The AI tends to (not always) concentrate fire on an injured opponent after the first round but will generally not chase them if you move the injured unit and another unit is in range for attack.  Helpful to remember when trying to preserve injured units from being killed and/or trying to maximize your battle points.

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A word about 'Auto'matic fighting - so you have noticed the Auto fight/instant complete button on the lower left of the battle screen.  By pressing this you allow the AI control over your units and it will finish the battle to completion instantly.  I'm sure you have noticed how the AI allows for strategies to happen, like the ones spelled out here, the result is literally very poor city defense unless you have troops the next age up in your neighborhood (possible via finishing your current era quests and moving to the next era quests while you are still in the lower age) - so the AI is bad for defending your city but good when you attack someone else.  This same idea applies to GE or any other battle.  Thus, my advice is to never never never 'auto' battle, the only exception is if time is more important than your troop loss. To go along with this; you will notice that when you target a enemy unit for attack, your attacking troop moves automatically (if needed).  When chasing after enemy or when trying to get to artillery/ranged enemy troops you should always manually move your unit first, then fire (attack), this way you will gain a space or 2 closer to artillery or to the chase.

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Know your troops and your enemies troops!  Whenever possible (GE, continent map) review the enemy units via the Army Management window, the upper right quarter is the Enemy Defending Units.  Here you will see what units you will be up against.  You should hover over the unit icons and note what type of unit they are and what bonuses and buffs they have.  When there is a 2 phase battle you will see 2 red helmet icons beside the enemy troop icons, the red helmet with the roman I is the first phase and you can click on the red helmet with the roman II to see the units of the second phase.  Match your units to the units that oppose you.  For example; if facing a whole army of PE tanks (the 2nd fight of GE level 3) with a 50% attack and defense bonus, your best bet is using conscripts because in addition to whatever bonuses you may have (via GBs) the PE Light troop gains a 10 hit attack bonus and a 10 point defense bonus versus PE Heavy units - this will tip the scale in your favor.  A good rule of thumb is to first attack those enemy units can deal the most damage against your unit(s),  once eliminated, go after the enemy units that can deal you next most damage, and so on.  In a 2 phase battle were the enemy units are very diverse - select your best units to get through the 1st phase as undamaged as possible, then let phase 2 be a battle royal - again, going after the enemy units that can deal you the worst damage first.  A graphic is shown below - this is a map of troop vs troop bonuses.  Use it by identifying the icon of the unit you are fighting against on the right, then look for corresponding leftward units you may choose for your attack, the number represents the bonus (attack and defense).  

One last word about unit speed or INITIATIVE

Military units have turn orders in battle that are determined by a hidden value called 'initiative' not the units 'movement' value.  All units from ages prior to Arctic Future have the same value for movement and initiative, so their turn orders can be easily determined.  After AF we see the following (Unit name: movement / initiative):

No Age
Rogue: 14 / 1
Military Drummer: 14 / 10
Color Guard: 12 / 10

Arctic Future
Recon Raider: 36 / 50
Battle Fortress: 20 / 21
Behemoth: 12 / 10
Dragon Drone: 32 / 30
Plasma Artillery: 14 / 16
Surrogate Soldier: 18 / 40

Oceanic Future
Hydroelectric Eel: 35 / 60
Gliders: 30 / 60
Octopod: 20/ 10
C.R.A.B. Mech: 20 / 12
Scimitar: 35 / 50
Manta: 24 / 45
Turturret: 10 / 22
Medusa: 0 / 100 (shares turn order with other Rapid Deployment units)
Sub Cruiser: 22 / 24
Nautilus: 22 / 24

Virtual Future
Warrior Monk: 40 / 50
Ronin Bot: 15 / 10
Augmented Samurai: 30 / 20
Rocket Troop: 12 / 25
Ninja: 20 / 100 (shares turn order with other Rapid Deployment units)

Space Age Mars
Sentinel: 30 / 50
Steel Warden: 18 / 10
Space Marine: 30 / 5
Sniperbot: 14 / 15
Tesla Walker: 16 / 25

Space Age Asteroid Belt
Hover Hammer: 28 / 55
Shredder: 18 / 15
Drill Ranger: 26 / 6
B.E.L.T.: 10 / 20
Nail Storm: 14 / 25
Champion: 20 / 22 (this is the first time the Champions' initiative differs from his movement)

Space Age Venus
Energy Cannon: 30 / 60
Steel Fist: 18 / 20
Observer Drone: 24 / 10
Power Dragon: 12 / 25
Ghost Blaster: 16 / 30
Champion: 20 / 22

Space Age Jupiter Moon
Abyssal Glider: 30 / 60
Harpoon Grenadier: 16 / 30 to 40
Cavitation Tank: 12 /  30
Glacier Hiker: 18 / 25 to 30
Division Drone: 25 / 10

Army Troops Beyond Player's Age

adv troop
As noted previously in other education topics it is possible to obtain and use Army troops beyond a players current age.  This enigma is baffling to many players, typically first encountered when placed in an Iron Age neighborhood (with all InA players) to only be attacked by a player having PE or higher aged army troops.  I can assure you, said player is not cheating or hacking the game -- this feat is obtainable and allowed.  So, let get to it.

First you must understand that there are 4 types of Quests -- Story Quests, Side Quests, Recurring Quests, and Event Quests.  The type of quest line will be noted in the title of the quest in "( )".  What we are interested in here is the Story Quest.  The Story Quest is like a continuous very long book and is divided into chapters by age.  Thus, just like reading a book, eventually as you continue reading you will eventually finish a chapter and go on to the next - you can think of the Story Quest line as the same.  Thus, there are a defined amount of BA Story Quests, IA Story Quests, and on to VF.  As you continue going along the road of doing Story Quests you will either hit a point that you cannot complete the task or you will progress to the next age -- of course, there will be no notice that you have reached the next age but only a couple of hints -- like the next quest will ask you to scout the next age continent or you will notice you start having Recurring Quests (aka repeating quests).  If you have hit a task that you cannot complete then that is probably the end of the Quest line for that age, this happens every so often so that a player must make some progression in actual Age but at other times one can continue in the Story line an age or two beyond.  Also, be aware that the Story Quest line follows the world map so in by forging ahead in the Story Quest line you will also be completing the Map beyond your age, you may do this by either fighting (if your attack and defense bonuses are high enough) or by negotiating.

So that's how it's done and this is what we know we can do;

BA players can continue and gain 2 Legionaries (IA) troops if you are careful and save a BA military tech to be researched for a IA Quest

IA 2 EMA heavy troops from Barbarian quest line

EMA no advanced troops

HMA no advanced troops

LMA  Assortment of Colonial Age troops from Myciena bonus line (muskets, grenadiers, field guns)

Col Age  Industrial Age (and a few Progressive Era) troops from Industrial/Progressive Story

InA players can continue and gain several PE troops but again must be careful to save InA research tech to unlock for the PE Story Quests - first is asked for a tech that unlocks a decoration building, then 3 techs (any) are asked for.  One may be able to navigate thru depending on how much tech you have saved to unlock, researching tech is the only roadblock all the way to PME

PE players can continue and gain multiple ME troops and one PME troop till being stopped at the last PME Story Quest that s asks for player to research Squad Tactics and Special Operations

PME players can gain multiple CE troops, which happen to be very beneficial in power in the PME era.  You will be stoped at the last CE quest that asks for you to research Stress Management.

CE players can continue and gain multiple TE troops and if careful multiple FE troops, and even on to AF and OF troops -- during the TE Quest line you will be asked to research 1 tech (anyone you want) and at the beginning of the FE Quest line you will be asked to research 3 techs (anyone you want) = thats 4 techs.  So, while completing the CE research tree to Stress Management (to be able to start up the Story Quests again) be careful to not research any of the techs along the bottom of the rows or the last top one, by not doing those you will have 5 free techs plus the last one - In other words, the path should be something like:
               Waterfront Residentials,  Local Purchasing
               Shophouses,                    Consumerism,              Finacial Service,            ~NOT Condominiums~
Internet, Automation,                      Reactive Armor,           Globalization,                  Stress Management
               Bionics,                             Aerial Fire Support,    ~NOT Mobil Air Defense~NOT Military Inter...~
             ~NOT Petroleum Industry~NOT Missile Artillery~
 
There are a couple of quests that ask for you to earn era specific goods (200 ea of all AF goods, 20 ea of all OF goods) but you can trade for them.  This makes CE era excellent for gaining really advanced troops, which will keep you advanced for many ages.  TheVoiden       adds; its best to fight at least one section of each providence (if you are negotiating), this keeps you on the "war" subQuests (sometimes they bifurcate between "war" and "peace/negotiating").  In fact, fighting is the way to go thru all the map, guaranteeing the most troop rewards; except one case - On the FE map, negotiate the provinces owned by Joy Danba - negotiating these provinces will net 3 extra Hover Tanks.  And except the AF map

AF Story Quest and Map have a pretty extensive Negotiation vs Fighting Quest subset.  If you Negotiate the entire map, thus following the Negotiation subset then you will end up with 7 less AF troops but will get by with having 1 less "Research a tech" Quests.  Thus, if you are limited on having available tech to research, going this Negotiation route may get you further (possibly into OF).
 
There are several "research a technology" Story Quests along the way, so BEWARE!!!  If you have saved the above 5 CE techs then that should get you into AF but the only way to get OF troops will be if you had save more Techs - such Techs you could / should have saved are:  PME: Waste Management, ME: Spectator Sports, PE: Automobiles & Armor Plating & Tracked Vehicles & Scoped Rifles (Troop Buildings), IA: Ballistics & Breech Loading (Troop Buildings), CA: Porcelain & Industrial Goods (Goods buildings), LMA: Optics (Expansion) & Metal Working & Aristocracy (Goods Buildings), HMA: Town Houses, EMA: Crop Rotations & Monarchy (Expansions) & Castings & Quarries (Goods buildings) & Multistory Houses, IA: Plowing & Agriculture & Sewage (Expansion), BA: Craftwork (Expansion) & Growing (Goods buildings).  So BEWARE, unless you saved at least 3 of the above (red) then you will not be able to get OF troops in CE.  Thus, when going through the ages ONLY research techs that you must to proceed - and if you did - at some point you will be tempted with side quests that ask you to research the tech(s) you skipped with the reward of diamonds - If you want advanced troops don't be tempted by these diamond quests, just skip them.

If you have not been stoped yet by not having enough Tech to research, OF will get ya.  If you can get to OF then you will be rewarded with 4 troops before the first "Research a tech" Quest.  I will presume that this is the stopping point as I have only seen just a couple of CE players with OF troops (and I sat in CE for over a year).  Again, its all about having the extra Techs to research.

To summarize the possibilities for CE -  
                    TE troops: 4 Anti-material snipers, 2 Ultra APs, 2 Combate Drones, 4 Stealth Tanks
                                      4 Microwave Blasters.          requires to research 1 tech
                    FE troops: 2 Drone Swarm, 6 Exoskeleton Soldier, 4 Hover Tank, 2 Rail Gun, 
                                      2 Satellite Spotter                requires to research 3 techs
                    AF troops: Negotiation Route                Fight Route
                                      12 Recon Raider                    14 Recon Raider
                                      8 Surrogate Soldier               11 Surrogate Soldier
                                      8 Battle Fortress                    10 Battle Fortress
                                      research 4 techs                    research 5 techs
                   OF troops: 2 Hydroelectric Eel, 2 Sub Cruiser
 
TE players, I will add that additional OF troops can be had, as at this point of crossing over into TE you will have opened the new Tech Tree for research.  My recommendation is either researching the top row 4 to get building Combat Drones, or the research the bottom to get building the Stealth Tank base, then stop researching and wait - only research when a Quest asks for a Tech.  Following this will get ya the rest of the way to the OF Part 4 quests.  In OF Part 4 Story Quest line you will be presented with quest "Persuasion," which is quest #6 of OF Part 4.   This quest asks for you to produce 10 Crayfish - which is the 24 hr production of the Shellfish Farm (OF Production Bldg) .  Thus this represents as far as you can go till you actually raise your city to OF era.  You can gain a total of: 6 Hydroelectric Eels, 8 Sub Cruiser, 6 C R A B units, 4 Turturrents, and 2 Manta Rays.

OF players, 2 VF Ronin Bots are attainable in the early Story Quest (there are a couple of tricks - one quest asked to research Accelerated Food Engineering but you have the option to Infiltrate 4 sectors of Bytedirt Planes on the Map, another asked to research Secured VR Domains but you have the option of just obtaining 6 to 10 units.  But then you are blocked by the need to research a tech (Codex of Honor 2.0) from the VF era.  *Questionable... I could not verify this while in OF.
 
VF - No advanced troops possible as blocked by quest to research Spacefaring (first SAM research)
 
SAM - No advanced troops possible as blocked by quest to research Solar Powered EM Drive (first SAAB research)

SAAB, SAV - As of current understanding, advanced troops are not obtainable in these eras do to the Story Quests requiring era specific research and such - if you know differently send me a pm via the game messaging center on the US server, world of Korch.
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City Defense and Plunder Protection

def
There are three main reasons why you are attacked.
  • The attacker wants Battle Points

  • The attacker wants goods

  • The attacker wants revenge for your attack

Most are concerned with Battle Points for the PvP Tournament which also feeds into Player Ranking Points.  The PvP Tournament ranks players within a neighborhood for battles won by the age of the Attacking troop.  If the player ranks high enough in a Age Tower (Tournament Age Tower) then they may win Medals.  Thus a great way to scoff up Medals for city expansions is to place in the Tournament and especially if you can place in several different Age Towers at once.  Of course, Battle Points also calculate into Player Ranking Points - so player ranking is increased also.  This is the major reason players take time to fight neighbors.  Second would be seeking goods via plunder, which can be enhanced by bonuses from certain GBs (more below).  There are other reasons players attack players but not as common as the ones noted above, some reasons may be; being in an enemy guild, just likes fighting, just wants to plunder, just had a bad day...

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There are two Great Buildings (GB) which offer an incentive to plunder:

  • Voyager V1 - Gives the owner goods for plundering.  At level 1 it gives first three times you plunder a building you get three random goods of that building's age.  (First 12 times at level 10)

  • Atlantis Museum - This building gives you a chance to double the resources you plunder, 12% chance at level 1 and 22.75% chance at level 10.   If it hits it will double any plunder even goods or FPs

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Won't ya be my neighbor...
 

You understand that your city is assigned into a neighborhood.  About every two weeks (on Monday) that neighborhood changes.  So you will see many different new players and some old every two weeks.  Neighborhood assignment is randomly generated but does keep players grouped within their Age level.  So if you are in PE all of your neighbors will be in PE also (unless someone just happens to Age up before the next neighborhood reshuffle).  This helps control some of the unfair fights that used to happen in days of old (the game used to not limit the random placement by age) but does not prevent players who have higher Player Ranking from being placed with players of lower Player Ranking if they are both within the same age era.  Thus within the neighborhood you may have players with advanced level military GBs or even troops above their current age due to questing.

Each player can only attack you once per 24 hours and any time during that 24 hours of a successful attack they can plunder one time only. Once that 24 hours is up and if they have not plundered you in that time they can not plunder unless they successfully attack again.

You can see who attacked you and when by looking at the Event History in the News Tab of your Town Hall. You can watch a replay of the battle as indicated by the film camera, this can be important to utilize - to give you info about the attackers army if you wish to retaliate or wish to better prepare your next defending army.

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What to do to help prevent being attacked and plundered

Now that we understand generally why we are attacked we unfortunately have to also understand we have no control over our Defending army -- the AI controls your defensive army when you are attacked, even if you are online at the very moment.  And the AI is simply not going to perform as well as you would if manually controlling your troops, thus this makes real defense very very very tough.  The only absolute guarantee to defending your city is to use the expensive City Shield via the Friends Tavern (not really practical for everyday use).  The best one can do is stock your Defending army with current age troops (or above) and change them every now and then - reviewing the brief videos of when you are attacked and counter match your defending troops to best square off against your attackers (see our Fighting article).  You can give your Defending army defense bonus by having particular special building within your city, such as; Watch Tower, Ritual Flame, Monastery, and several of the even buildings.  You can give your Defending army attack and defense bonus with St Basil and/or Deal Castle GBs.  But probably the biggest deterrent from being attacked is your Player Ranking.  Certainly not guaranteed, but typically when players go down the Neighborhood list to attack they do not hit the top 5, 10, 15, or even 20 ranked players due to the understanding or belief rather that retaliation from a superior force would be the result.  Thus, a recommendation is to stay in a given age for longer periods of time rather than rapidly rushing through the ages - this allows you've up towards the top of the Neighborhood ranking list as your Player Ranking increases.  

 

Eventually we are all attacked however, so when it happens and your attacker in victorious you must think about mitigating what they can plunder;

  • Aid all Neighbors, Friends and Guildmates daily so your buildings can get aided back in-return.  A motivated and polished (mo/po) building can't be plundered.  Of course, keep in mind some buildings cannot be M/P and will remain vulnerable to plundering. (such as normal goods buildings can not be motivated)

  • Set collection times to fit your play time (i.e. don't let collection sit waiting while you'r not playing).

  • Build residential buildings that produce coin in your play/collection time

  • If you have a mobile device you can set reminders for collecting

  • Collect immediately after producing

  • Use a Motivation Kit or a Mass Motivation Kit if no one has aided you or use one right after collecting

  • Don't be predictable, that is, don't collect at the same time every day.

  • Don't aid your neighbors just after you collect - shows what time you are around.

  • If you have been playing the game for a period of time refresh the game minutes before you collect to make sure the server time is aligned with your time.

  • Do Not clear your Tavern at the same time you collect goods etc.

  • You can 'disconnect' a building - meaning you can remove the road from your Town Hall leading to your building(s) - this makes action makes the buildings nonfunctional - they cannot be plundered but the downside is they will not produce for you either.

  • Lastly, leave a 'decoy'  meaning leave a juicy bait building that would draw the attention of the would-be plunderer.  Special event buildings are typically best for this - Masquerade Ball, Bazaar, Rosarium, Hedge Maze, Maharaja Palace, etc are great buildings to do this.  You set the building to its lowest reward and just let it sit all day.  The plunderer comes around and sees the this special event building is ripe for picking and immediately goes after it because the plunderer thinks they will get a great reward out of it, like FP's or goods, of course you have tricked them by selecting the lowest level production for the building.

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An Alternative View to City Defense

Empireforger12 offers a enticing forum thread that declares an argument that city defense is a total loss and waste.  He states that statistically the chances of your city getting attacked are very slim and if it was to be attacked, the chances of being plundered from those attackers is even slimmer.  Thus, given the little overall chance of being plundered the building of Defense boosting buildings are a waste of space and more importantly a loss of potential collected resources.  

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He goes on to explain that typically a player will build one or two event buildings that boost defense along with the proverbial enormous Deal GB and a Basil.  All of this together adds up to enough land the same player could have utilized that same space for several more goods buildings.  He backs up his argument with realtime statistics he has collected and comes to the conclusion that a player with defense buildings are loosing a hundred or more goods a week due to the wasted space.

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Curiously, one may initially be skeptical of this persons statistics but many other players have chimed in on the forum with very similar statistics as far as being attacked and plundered goes.  Actually, a fast view over of the thread gives me the impression that the actual attack rate is well less than 10% of the potential, with plundering dropping to around 1% of the potential.  Thus, the argument of Defense being a waste is a real and significant one.  Take for example the following photo:

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This player I attacked has 3819% defense boost!!!  A lofty achievement, Yes.  But upon further look, I counted 45 expansions dedicated to city defense -- 45 expansions!!!!  Think about the goods buildings, the FP buildings, the attack buildings that this player is losing out on just to save a possible loss of 12FPs if someone plundered a level 2 Terrance Farm...  Yea, not even remotely worth it

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Me personally, I do not plunder folks who have no army as they give me a easy chance to gain 1st place on the PvP towers with BA, IA, EMA, etc troops.  Of course, others say, if a player is not going to take the time to have any defense then they are going to plunder them.  Would be interesting to do research into which of these strategies hold most true.  None the less, attacking and plundering is part of the game so never allow yourself to get upset over it, its a game OK.

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One last thing I will note - As a Moderator I have heard every now and then a player complain that he/she is being bullied.  They say that someone has messaged them and are requesting daily FP payment in leu of being attacked and plundered.  Sounds pretty crappy, I must say, extortion.  However, I can say that the view of the game is that such request is not a violation of rules (yea, I disagree too, but I'm not the boss).  So from what I have seen, the typical response is it is up to the player to do what they think is best - pay or not.  If you refuse and you keep getting messages from the extorter, you can place them on "ignore" within the game which will stop the messages (but not the attacking).  I heard one personal say that, in history countries / city states did pay protection from larger city states...  I will say that the choice is yours but the strategies spelled out above should help you tremendously if you decide to stand-your-ground.

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(nonGB) Building FP production effeciency 

fp effec
standardized to PME age, as many of these buildings change their value per age
FP.png
fp FoE bldgs.png

(nonGB) Attacking Military Bonus effeciency 

mil effec
standardized to PME age, as many of these buildings change their value per age
sets are calculated using the required components
Attack_Boost_for_Attacker.png
Defense_Boost_for_Attacker.png
att FoE bldgs.png
attd oE bldgs.png

(nonGB) Defense Military Bonus effeciency 

standardized to PME age, as many of these buildings change their value per age
sets are calculated using the required components
def mil effect
Attack_Boost_for_Defender.png
Defense_Boost_for_Defender.png
defa FoE bldgs.png
def FoE bldgs.png

(nonGB) Attacking Military Bonus effeciency - 
            Combination of Attack & Defense for 
Attack Army

com att def
standardized to PME age, as many of these buildings change their value per age
sets are calculated using the required components
attdef FoE bldgs.png
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