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EDUcation & HINTs

here you will find articles on gameplay.  Click on the content links below to be taken to the topic.  The info here is taken from forums, player dialogue, and experience.   One should Note that the info here is mostly advanced strategy and for more basic understanding the Wiki's are the better start

Content Links

New Player Guide

New Player Guide

Great New Player tutorial and review is found at the FoE Forums website, great detailed information and graphics.  Highly recommended for new players.  Click here to go to the page.
 
I just found another site that looks to be very helpful for new players by Saknika       and can be found here, Forge of Empires Guides
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Another very valuable resource for New and even Older players is Pawelp's Lord of War Advanced Guide found on the US Forum, not updated since 2018 but regardless highly recommended.
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Great Buildings & Blue Prints

GB/BP

Great Buildings are special buildings inspired by real world history which can be built to provide powerful benefits to your city; such as goods, happiness, coins, supplies, attacking army boosts, defending army boosts, and so forth.  Great Buildings also contribute in a big way to your city rank within the game.  As you look at other players cities you will notice a common thread - lower ranked players have fewer and lower level Great Buildings and higher ranked players have more and higher level Great Buildings - they are important for game play.  There are 2 to 3 GBs per Age of the game, each offering different benefits.

 

So, how do I build a Great Building (GB)?  GBs are not unlocked via the Research Tree the way other buildings are.  Instead GBs require the finding and collecting of Blue Prints (BP) - More about BPs later.  Once you have a complete set of BPs (a complete set is 9) you must also have Goods of the age of the GB (each GB requires a defined amount of goods to be spent in construction).  Once you have a single BP for a particular GB, you can open your inventory (on mobile, the great building button on right) and see the Goods requirements for said GB.  Once you have a complete set of BPs and all the required Goods now what - you place / construct the GB - but, it does not instantly get build, instead it must be raised, piece by piece, via the donation of Forge Points (FP).  Initially when you place the GB in your city, it will only look like a construction site until the raising FPs are contributed.  The required amount of FPs for Level 1 (the starting functional level of a GB) is noted by clicking on the GB construction site in your city.  You or Guildmates or Neighbors may donate FPs to a GB.  The first level, Level 1 is the first functional level of the GB which it gives you the GB bonuses.  After Level 1 the continued donation of FPs will further increase the GB level, there by further increasing the benefits it gives your city.  Only FPs are required to level a GB up to and including Level 10, afterward each additional level requires FPs + a complete set of BPs.  So, why would you donate FPs to another players GB?  Because doing so is possibly rewarding - the top 4 to 5 players (in number of FPs donated) win rewards back when a GB is leveled.  Rewards are FPs (inventoried FPs, not just in your city FP bar), Medals (which allow you to purchase city land expansions), and BPs.

 

OK, got it.  So, a bit more about BPs.  The question now is how to get them.  You can acquire the 9 blueprints in the following ways:

  1. Going down your Friend, Guild, and Neighbor list to Motivate and Polish (mo/po), also known as Aiding.

  2. Plunder buildings after attacking another player, but lower find rate than mo/po.

  3. Rewards from certain quests or Guild Expedition

  4. Helping in construction of a great building of another player by donating FPs. The blueprints will be received when the building levels, if you finish in reward position.

  5. Trading in 2 duplicate copies of blueprints you already posses. The new one will not be either of the traded copies, but may be a different duplicate.

  6. Purchase any specific blueprint with diamonds.

Of these, mo/po is easy and free and on the flip side, diamond purchase is expensive (may be useful for that last BP) and trading in 2 BPs for another is typically wasteful.  

 

However way you obtain a BP it is given randomly - so in other words, you will not get say BP#1, then BP#2, then BP#3, and so on - rather you will get one randomly.  So you will end up have 2,3, plus of BP#1, BP#3, and no BP#2 and so forth (for example) - yes, frustrating but it’s part of the game…  The key is to be patient!!!!  This is a game of patience and time above all else!  You will eventually get all the prints, thats how all the rest of us got ours, it just takes PATIENCE.

 

BP Hunting Hint - When you go through your Guildmate, Friends, and Neighbor lists at the bottom of your screen and click the Aid button what happens is the game randomly chooses a building/decoration in that particular city for you to mo/po.  If you get a BP, its will always be from the corresponding age of the building/decoration mo/po’d.  For example, if you mo’pe’d a Iron Age Cottage then you would either receive a BP for the Colosseum /or/ the Lighthouse of Alexandria (LoA) no way ever would you get say a Arc BP.  Thus, one way of hunting for a specific BP would be to not rely on the randomized system of hitting the Aid button but rather actually go to each player’s city and looking and selecting the building/decoration of the age you are looking for.  Yes, thats a bit more time consuming - remember, patience.  To further elaborate on that strategy - a while back a bunch of players got together and tracked how often they got certain BPs from mo/po certain buildings in other player cities.  They tracked and plotted the info and it is listed below.  I would say, using the info below may possibly increase your chance of obtaining a particular BP but outside of age for age, I believe which BP you get is still statistically randomized by the game but here ya go;

 

Mo/Po this Building (Bronze Age): Tower of Babel (ToB)Zeus

Blacksmith: 0% / 0%

Pottery: 86% / 0%

Fruit farm: 11% / 78%

Stilt house: 0% 0%

Thatched house: 0% / 0%

Chalet: 20% 60%

Stone Circle: 0% 0%

School: 6% 88%

Tavern: 89% / 5%

Statue: 0%67%

 

Mo/Po this Building (Iron Age): ColosseumLighthouse of Alexandria (LoA)

Butcher: 89% 0%

Goat farm: 0%92%

Cottage: 15%77%

Roof tile house: 85%8%

Triumphal Arch: 88%0%

Public bath: 0% 92%

 

Mo/Po this Building (EMA): Cathedral of Aachen (CoA)Hagia Sophia

Tannery: 75% 0%

Marketplace: 7%86%

Shoemaker: 14% 82%

Inn: 67% 0%

Multistory: 50% / 0%

Clapboard: 12% 82%

Gallows: 0% / 0%

Frame: 89%0%

Floral Bush: 50%0%

 

 

Mo/Po this Building (HMA): Saint Marks Basilica (SMB)Notre Dame (ND)

Alchemist: 89% 0%

Brownstone: 89%6%

Town: 6%88%

Doctors: 95%0%

Church: 0%92%

Farm: 13% 80%

 

Mo/Po this Building (LMA): St. Basal’s CathedralCastle Del Monte (CDM)

Apartment House: 59%40%

Estate House: 65%35%

Manor: 100%0%

Cooperage: 33%67%

Brewery: 80% 20%

Spice Trader: 0% / 100%

Cartographer: 42%58%

Library: 67%33%

Academy: 83% 17%

Palace: 0% 0%

Group of Trees: 0%0%

Tower Ruin: 67%33%

Potted Plant: 39% 1%

Nautical Statue: 57%43%

Waterspout Fountain: 100%0%

 

Mo/Po this Building (Colonial Age): Deal Castle Dresden Frauenkirche (DF)

Arcadia House: 50%50%

Country House: 53%47%

Gambrel Roof House: 54%46%

Plantation House: 0%0%

Sailmaker: 64%36%

Tobacco Plantation: 50%50%

Clockmaker: 100% 0%

Perfume Distillery: 50%50%

Exotic Goods Vendor: 60% 40%

Coiffeur: 40%60%

Trading Company: 40%60%

Traveling Circus: 100%0%

Eagle Hedge: 25% 75%

Kite: 11% 89%

Globe Statue: 75%25%

Peacock Hedge: 0% / 100%

Clock Tower: 0%100%

Flamingo Hedge: 50% / 50%

Guillotine: 100%0%

Ornamental Tree: 100%0%

 

Mo/Po this Building (Industrial Age): Royal Albert Hall (RAH)Capitol

Workers House: 60% / 40%

Boarding House: 46% / 54%

Victorian House: 47% / 53%

Urban House: 0% / 0%

Chemical Plant: 58% / 42%

Gunsmith: 33% / 67%

Ceramics Factory: 50% / 50%

Wheelwright: 100% / 0%

Saloon: 57% / 43%

Police Station: 12% / 88%

Water Pumping Station: 0% / 100%

Natural History Museum: 54% / 46%

Clothesline: 40% / 60%

Gas Lamp: 78% / 23%

Old Wall South: 0% / 100%

Old Wall East: 0% / 100%

Pavilion with Flowers: 0% / 0%

Fire Hydrant: 0% / 0%

Carilion: 29% / 71%

Fountain with Benches: 0% / 0%

 

Mo/Po this Building (Progressive Era): Alcatraz / Chateau Frontenac (CF)

Tenement House: 38% / 62%

Council House: 58% / 42%

High Rise: 51% / 49%

Art Nouveau Mansion: 33% / 67%

Garage: 42% / 58%

Lamp Factory: 80% / 20%

Cattle Ranch: 75% / 24%

Deli Shop: 50% / 50%

Electric Plant: 64% / 36%

Publishing House: 67% / 33%

Metro Entrance: 71% / 29%

City Park: 67% / 33%

Zeppelin: 0% / 100%

Urban Tree: 50% / 50%

Billboard: 20% / 80%

Water Tower: 56% / 44%

Newspaper Stand: 44% / 56%

Equestrian Statue: 71% / 29%

 

Mo/Po this Building (Modern Era): Atomium / Space Needle (SN)

Motel: 60% / 40%

Prefab House: 42% / 58%

Suburban House: 33% / 67%

Luxury Dwelling: 40% / 60%

Appliance Factory: 0% / 0%

Aircraft Factory: 20% / 80%

Hatter: 50% / 50%

Film Studio: 0% / 0%

American Diner: 40% / 60%

Roller Derby Track: 67% / 33%

Drive-In Theater: 63% / 37%

Amusement Park: 73% / 27%

Palm Group: 20% / 80%

Nuclear Shelter: 50% / 50%

Jet Statue: 0% / 0%

Drive-In Sign: 100% / 0%

Welcome Sign: 40% / 60%

 

Mo/Po this Building (PostModern Era): Habitat / Cape Canaveral

Duplex House: 50% / 50%

Prefab High Rise: 57% / 43%

Bungalow: 43% / 57%

Loft House: 100% / 0%

Car Factory: 43% / 57%

Junkyard: 50% / 50%

Toy Factory: 100% / 0%

Greenhouse Complex: 25% / 75%

Zoo: 22% / 78%

Golf Course: 100% / 0%

Public Pool: 20% / 80%

Music Festival: 0% / 0%

Peace Sculpture: 55% / 45%

Astronaut Statue: 14% / 86%

Allotment Garden Shed: 50% / 50%

Allotment Garden House: 0% / 0%

Allotment Garden Cabin: 0% / 0%

Playground: 50% / 50%

 

Mo/Po this Building (Contempory Era): Innovation Tower (Inno) / Lotus Temple

Condominium: 40% / 60%

Shophouse: 50% / 50%

Waterfront Residential: 53% / 47%

Waterfront Villa: 0% / 100%

Business Center: 50% / 50%

Computer Games Company: 100% / 0%

Fish Market: 0% / 100%

Logistics Center: 20% / 80%

Casino: 67% / 33%

Floating Market: 0% / 100%

Shopping Mall: 78% / 22%

Zen Garden: 43% / 57%

Canal Bridge: 75% / 25%

Cheery Tree: 64% / 36%

Monster Statue: 67% / 33%

Neon Billboard: 67% / 33%

 

Mo/Po this Building (Tomorrow Era): Dynamic Tower (DT) / Voyager V1

Annex: 100% / 0%

Capsule Hotel: 42% / 58%

Pod Home: 39% / 61%

Terraced High-Rise: 50% / 50%

3D Printer: 67% / 33%

Drone Factory: 40% / 60%

Private Security Company: 100% / 0%

Urban Farm: 0% / 100%

Concept Vehicle Fair: 88% / 12%

Hologram Arena: 33% / 67%

Surveillance Nexus: 100% / 0%

Tower Club: 100% / 0%

Burger Booth: 59% / 41%

Pizza Booth: 33% / 67%

Security Post: 71% / 29%

Surveillance Camera: 100% / 0%

Veggie Booth: 33% / 67%

 

Mo/Po this Building (Future Era): Rain Forest Project (RFP) / The Arc

Arcology:  71% / 29%

Self-Supporting Home: 67% / 33%

Tree House Hotel: 67% / 33%

Underground House: 60% / 40%

Food Printer: 60% / 40%

Helium-3 Extraction Facility: 55% / 67%

Levitation Outlet: 17% / 83%

Sealife Tower: 100% / 0%

Algae Airship: 57% / 43%

Concert Hall: 50% / 50%

Eco Park: 47% / 53%

Weather Control Station: 100% / 0%

Lichen Lamp: 44% / 56%

Plantarium: 0% / 100%

Wind Turbine: 50% / 50%

 

Mo/Po this Building (Arctic Future): Arctic Orangery / Gaea Statue / Seed Vault

Clock Tower Apartment: 17% / 67% / 17%

Mobile House: 33% / 52% / 14%

Sea-Scraper: 17% / 33% / 50%

Sheltered Tipi: 100% / 0% / 0%

Crystal Villa: 0% / 43% / 57%

Dry Dock: 33% / 33% / 33%

Plasma Generator: 44% / 33% / 22%

Recycling Wheel: 20% / 40% / 40%

Vertical Farm: 0% / 0% / 0%

Crystal Flower Store: 33% / 67% / 0%

Blue Lagoon: 0% / 0% / 0%

Communication Tower: 0% / 100% / 0%

Holo-Holiday Park: 43% / 0% / 57%

Personal Rapid Transport: 50% / 25% / 25%

Vertical Zoo: 0% / 67% / 33%

Flower Arbor: 27% / 36% / 36%

Ice Sculpture: 0% / 100% / 0%

Tube Entrance: 45% / 18% / 36%

Ice Flower: 50% / 25% / 25%

 

Mo/Po this Building (Oceanic Future): Atlantis Museum / The Kraken

—Kraken only recently added so % values are skewed as of yet.

Urban Island: 87% 13%

Seaview Tower: 67% / 33%

Floating House: 100% / 0%

Fisherman’s House: 0% / 0%

Houseboat: 0% / 0%

Underwater Hotel: 0% / 0%

Deep Sea Breeder: 100% / 0%

Shellfish Farm:  100% / 0%

Geothermal Power Plant: 0% / 0%

Seaside Store: 0% / 0%

Mineral Extraction Plant: 100% / 0%

Seaweed Harvest: 100% / 0%

Seafood Restaurant: 0% / 0%

Water Done: 100% / 0%

Coral Reef: 0% / 100%

Maestrom Dynamo: 100% / 0%

Turtle Rescue Center: 0% / 0%

Trading Depot: 0% / 0%

Coral: 92% / 18%

Aquarium: 100% / 0%

Coral Colony: 0% / 0%

Poseidon Statue: 100% / 0%

Diving Bell: 0% / 0%

Giant Seashell: 0% / 0%

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sniping/swooping

Sniping & Swooping

Sniping is the act of dropping an amount of FP’s on someone’s GB thus, locking in a reward spot whereas you have no pre-arranged agreement of FP trade/swap with said GB owner and by doing so, the sniper usually steals away reward spot(s) from other contributing players that may have pre-arranged agreement of FP trade/swap with said GB owner and/or steals away reward spot(s) expected by players whom regularly contribute to the said GB owner via neverending guild FP swap threads.  Simply put, sniping is the proverbial “butting-in-line”.

 

Swooping is a similar occurrence in that someone drops an amount of FP’s on another’s GB thus, locking in a 4th or 5th reward spot at the final moments before said GB is leveled.  By doing so the swooper grabs a low level reward spot that would not have been taken otherwise before the GB levels.

 

The acts of Sniping and Swooping are generally looked at as both positive and negative inversely by each party involved.  Sniping is positive for the sniper (if successful) in that they profit from their “butting in line”.  The sniper gets what they are looking for which may be FP profit, medals, BP’s, or all three.  The owner of the GB snipped takes advantage of this in the fact that the GB levels faster and with no expectation of FP repayment from the owner to the contributor.  However, sniping is negative for the players who have diligently worked regularly on someone’s GB with the expectation that they will be assured a specific reward spot.  Of course, just because a player may have a swap partnership, such partnership does not and cannot guarantee a specific reward spot but only that A player swaps X amount of FPs to player B and player A gets same X amount of FPs back from player B.  There are too many variables within the game to believe that one is guaranteed a certain position by periodic incremental FP contribution, only a full-total one-time FP drop for a reward spot can do that.  Swooping just like sniping, is positive for the swooper.  As it affords them the reward that they would not have otherwise received and would have been lost on the leveling of the GB.  However, swooping can be detrimental to the GB owner, in that, there are now unexpected FP’s on ones building which can most likely cause it to level unexpectedly which would cause the owner to lose out on double takes.  However, just like sniping, the GB owner is rewarded with the GB leveling faster and with no expectation of FP repayment from the owner to the contributor.

 

So now that we know what these terms/actions are and how they positively and negatively affect players, how does it happen – what are the mechanics?

 

Swooping I will simply and briefly say occurs when there are open, untaken reward spots on GB’s.  This typically happens when the GB owner is self leveling or leveling with just one or two other players in pre-arranged FP swaps.  Eventually, one gets to a point that the GB is very close to level.  How close depends on the number of spots open, the level of the GB, and the need of the swooper.  But, typically we are speaking of the last FP’s to 20% within level when there are reward spots available.  As a basic example I will present the following;  player O has CDM at level 7 and over the last week has placed 437 FP’s, Player A has a FP swap deal with player O and as such has placed 79 FP’s on the CDM, this leaves 14 FP’s left on CDM till level 8.  Now, Player B who is a swooper from the neighborhood comes in and sees that player O’s CDM is only 14 away from level and only has one reward spot taken – player B drops a tiny 7 FP’s on the CDM, taking second spot reward (which pays 30 FP), and then player C from the neighborhood swoops in and drops 6 FP taking 3rd spot reward (which pays 10FP).  Both swoopers profited, did not take any rewards spots from anyone else (no one else existed) and the GB owner got an additional 13 FPs for free and the building leveled faster.

 

Sniping is a bit more devious than swooping – where as swooping is just folks trying to gather un-taken rewards; sniping is being aggressive to take rewards from others.  So the mechanics are the traits of the GB reward system.  Though each GB offers different amount of rewards based upon the type of GB and the level of the GB, the winning rewards compared to one another are all based off of a pattern.  So in other words; the 1st/gold reward is what Inno says, the 2nd/silver reward is half of the 1st, the 3rd/bronze reward is a third of the 2nd, the 4th reward is a forth of the 3rd, and the 5th reward is a fifth of the 4th, all rounded to 5.

 

The basic premise of sniping is locking in a reward spot for profit.  This is done by looking at the number of remaining FP’s required to level a GB and applying dreaded math.  Why math?  So the sniper wants lock-in a position.  What is “lock-in”?  This is where you drop enough FP’s so that no one after your drop can overtake the said rewards position – your reward is guaranteed (as long as the GB eventually levels of course).  So how is this achieved.  So 1st/gold spot is locked-in at 50% + 1 of the total FP’s required to level, 2nd/silver spot is 33.3% +1 of total FP’s required to level, 3rd/bronze spot is 25% +1 of total FP’s required to level, and 4th spot is 20% +1 of total FP’s required to level.  This formula is applied to the GB and will show available reward spots even if there are current FP contributors.  Contributors to the GB lower the FP’s remaining on a GB till level by subtracting from the required level amount. 

 

Lets look at this example;  player O has a level 5 Arc and three FP swap partners.  510 total FP’s are required for level 6 and over the course of the last week player A has contributed 135 FP and player B has contributed 125 FP., and player C has contributed 60 FP  These are subtracted from the total FP requirement leaving us 190 FP remaining till level.  Now player D from the neighborhood snipes in and drops 163 thus locking in 1st spot.  How did this happen?  Again, our formula says our denominator should be the amount of FP’s required for level – How do we get that number?  We start with 510 required for level but that was reduced by 135 (player A), 125 (player B), and 60 (player C); leaving 190 till level adding back in the amount of 1st spot (player A) since this is the spot you want to snipe gives us 325 till level – so we now know our denominator is 325.  Again, returning to our formula; 1st/gold spot is locked-in at 50% + 1 of the total FP’s required to level – thus 50% of 325 is 162.5, well we can’t have halfs in the game so we round up (which gives us the +1), so our sniping number is 163.  Thus, if sniper drops 163 (taking 1st place) on the GB then the new required FP to level is only 27.  Player A (who was supposed to be 1st) now has no way of retaking the 1st spot – if player A adds 27 FP to his already 135 he only totals 162, 1 less than the sniper.

 

OK now we understand the mechanics, why would someone do this “snipe”.  Players have many unknown reasons for what they do to other players whom they have no relationship with.  Maybe the snipe just won 100 FP from GE, thus wants to take that free 100FP now in his FP bar and convert it to stored FP packages he can use later.  Or maybe FP’s are not what the sniper is looking at, maybe they need BP’s for a GB or new level, or maybe they need medals for an expansion.  Sometimes a sniper can get in on a GB that has little enough FP’s left till level because several small-amount contributors have closed the total required to level but none of them have locked-in a spot themselves - the sniper can drop just enough FP’s to snipe a reward but still profit a return of FP’s off the reward.  One can capitalize on this approach by taking the time to stalk each player in a neighborhood or friend list every few days, watching GB's for opportunity.  This is difficult to do for most players because it is time consuming and one has to be careful to watch how much one invests versus the payout, as the profit margin is usually very narrow unless...  This is were the importance or distortion of the Arc comes in. 

 

The Arc and sniping…  So as everyone knows (or should know) that players build Arcs not necessarily cause they want to be nice and donate goods to their guild but rather the Arc gives its owner a boost to the rewards given when contributing to other player GB’s.  Examine the Arc; at level 10 it gives 30% more bonus to GB contribution rewards.  That means that if 1st spot reward gives 10FP and you have a level 10 Arc, you actually get 30% more, or 10*1.3=13, your got 13FP reward.  Nice yes.  This bonus addition gives one an advantage over other players who may not have an Arc and relates into additional FP’s a player with a Arc can contribute above other players without Arcs and profit back on their rewards.  Thus the more bonus a Arc gives to its owner the more the opportunity for the said owner to make more FP’s back (profit) than is contributed. 

 

This concept is most perverse with a very high level Arc.  So much so, that one can snipe a GB without any other contributors and be guaranteed 1st spot and a profit back.  Be introduced to the level 80 Arc – this game changer gives its owner 90% bonus reward.  So as GB’s get higher and higher levels so do their rewards go up in value; this trend combined with the level 80 Arc hits a sweat spot. 

 

Lets look at this example; At Arc level 30, the reward for 1st/gold spot gives 420 FP.  A player with a level 80 Arc, will add a 90% bonus to that reward.  Which means that said player will get 420*1.90=798.   Now to secure that gold reward spot the sniper player must contribute 50%+1 of total FP for level from a fresh 0 position.  Lets look at that – Arc level 29 requires 1590 FP’s total for level 30, so 1590/2=795.   Thus, a player with a level 80 Arc can snipe a player with a level 29 Arc, invest 795FP, be locked into 1st/gold spot, and receive 798FP back in reward – a guaranteed 3FP profit, not to mention 20,180 in medals and 13 BPs!!!!!  How can one resist… 

 

This sweat spot phenomenon continues till about level 75 for a player with a level 80 Arc.  Now this example is only looking at Arc donations & rewards but similar phenomenon happen for all GB’s but at different level ranges.  After this range the FP’s required for GB levels begin to exponentially expand thus ending the guaranteed profit for the level 80 Arc owner, of course one can level the Arc even higher than 80 but at this range the bonus increase is very small from level to level – in fact, it takes another 100 levels from level 80 for the Arc to gain an additional 10% bringing it to a full double bonus (100%).  As the guaranteed profiteering goes away, sniping gets more risky again, just as it was at lower level GB’s. ie chance of truly getting more profit versus contributed but each GB contributed to is a bit different.  Typically the sweet spot for guaranteed sniping is generally GB’s between levels 25-85, with the highest profiteering percentage in the 35-65 range because of level 80 Arc bonus.

 

OK, so now we know.  How can one stop it.  Mathematically, it cannot be stopped and do remember there are 2 positives to sniping – rewards for the sniper (if that’s you) and GB leveling faster and free for the GB owner (if that's you).  Yes, yes, yes, but what about the reward seeker being sniped.  The best defense would be reading this article, thus knowing what it is and how it works.  Then you must apply what you have understood to GB’s you are contributing too.  What do you mean?  Well, as I said, there is really no guaranteed prevention unless you are able to contribute a whole 50%+1 from the 0 beginning of a level you are working on.  Thus alternative would be vigilance – constantly, several times a day, reviewing the GB’s you are contributing too, the owner can do the same – and by applying the formulas seek for times when the GB and swappers are venerable to sniping – at which point the owner can send out a alert message to swapper(s) and the swapper(s) can dump more FP’s on the GB to protect their investment.  Alternatively, one can 'disconnect' the GB -- this mean breaking the road connection from the BG to your Town Hall.  When this is done, the GB will not accept contributions but the drawback is, it will not bestow the benefits of having the GB to the owner either, also it's time clock will stop too (so no harvesting).  Of course, if the sniper is in your friends list, you could simply unfriend them.  You would not have such an option in your neighborhood list.   Another method of stopping sniping but much more effective for swooping would be for the owner of GB to list the GB on a “close to level” guild thread, so that guild members may swoop rather than neighbors.  There also exists some ideas of 50/50 dual swap partnerships where as 2 players both contribute half and half to each others GB thereby reaching a 34% total very fast and thus locking in 1st for your partner; and then there are the spreadsheet gangs which is complex and requires continuous active management.  None the less, the whole premise of schemes like these listed or others is to level the GB as fast as possible to time-limit the opportunity for sniping… again they cannot change the simple math or the chance opportunity for the vigilant and watchful snipe.

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The Noah's Arc Method of sniping

Utilizing 2 people, take the total FPs needed to level and divided by 3 ( T/3=Y).  Player A takes 1st with Y+1, Player B takes 2nd with Y, thus leaving Y-1 left to level GB.  1st makes a lot of profit. 2nd loses some but taken together the profit is greater than the traditional method of swooping where 1 locks at 50%, and 2 locks at 25% of the total FP needed to level a GB -- thus, the two players together are only spending 66% of total to profit versus 75%.  The two players act as partners to maximize profit taking, thus once the GB is leveled 1st pays 2nd a share of the FP profit.  Of course there is a lot of cooperation involved - you both have to be on the attack together to be most effective and prevent defensive action.

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Loops

Recurring / Loop Questing

Game Quests are divided into several types; Story Quests, Bonus Quests, Side Quests, Event Quests, and the newest, Daily Challenge Quests.  The Recurring or loop quest is what you get when you have completed or aborted all the Story Quests, Side Quests, and Bonus Quests of the Age your City is in. Once receiving these Recurring Quests and just loop over and over till your City Ages up.  This is easily explained in this and this video.

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For a more in-depth strategy based on this questing idea, Kung Qu       notes;

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Cosmic Raven's      version of Heavy Questing is very dogmatic and it's adherents approach cult status. There are elements of the playing style that are use useful, but otherwise it looks pretty tedious. The Cosmic Raven Guide to Heavy Questing on the Forums is 50 pages long and growing. It's an amusing thread to follow. Cosmic Raven himself, quit the game without explanation about 6 month ago and hasn't been heard from since. He only played the game for about two years.

 

The basics of "heavy questing" or "loop questing" are taking advantage of the recurring quests and leveraging them with the bonuses for certain great buildings. Lighthouse to increase supply output, St Marks to increase coin output and Chateau Frontenac to increase the output of the recurring quests. You can further enhance the supply output by using the tavern bonuses.

 

You harvest your supply buildings and get the supplies with the great building bonus while using the quest that rewards collecting 2 or 4 at a time depending on your era, while the other recuring quest is set to reward you for collecting supplies. With a level 10 Chateau the quests payout at 250%. So if you would normally get 5 goods as a reward, you get it bumped up to 13 good. By aborting the quest you don't want to do and coming back around to the  harvesting quest "loop questing" you repeat the cycle. When you add in playing the "UnBirthday Quest" or UBQ, you collect twice per cycle and also burn through a lot of the supplies and coins you've just collected to get the additional quest reward per loop.

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Cosmic Raven's      Heavy Questing Guide

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An easy way to capitalize without going through all the Cosmic Raven's stuff, is too simply abort the Recurring Quests till the current is the FP quest and use that everytime you donate to a GB or use the Coin quest when you harvest... aborting the other till the line comes back to the one you want

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neg GE

Negotiating Guild Expeditions

When you click on a spot in GE you are asked to choose if you want to Attack or Negotiate - when you hit the Negotiate button for the first time, you will see that you've been approached by five native locals. They clearly want something from you, and if you don't deliver, they won't let you pass...  You select among your coins, supplies, goods, and so on to offer to each native.  They may or may not be happy with the offer - if they are not then you loose the initial offering and get to offer again.  There is a great video tutorial here on how this whole negotiation thing works and hints how to get through it.  In addition to that great video, we will add that you can add 1 additional negotiating turn to your encounter by activating "Extra Turn" via your Tavern Shop.
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Light Owl        adds;  with the extra turn from the tavern, you can do most of Level 1 with no chance of failure (literally).  As long as you have as many turns as you have items left, you will always win if you play properly.  Put down all gold the first time; then all supplies; then your cheapest or most abundant good; then the other good.
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Once you have to start deciding what to do, then your first priority is to find out which items are included in the solution.  Choose five different items on the first turn.  Ignore the results (for now) unless you have no Incorrects.  Choose any remaining untried items on the second turn.  Fill in with any Wrong Location items from the first turn.  At that point you know which items are in the puzzle, and you have two turns to go.  It's usually just a matter of moving them around and not putting anything in the same slot twice.
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The one exception is when you have two turns and two slots left, and you know what to put in one of those slots but you don't know about the other.  Don't yield to the temptation to fill in the one you know; you'll end up with one turn and a 50% chance of victory.  Fill in the two items you're not sure about.  One will be right (or Wrong Position) and the other will be Incorrect, but you will now know for sure which two items to put in on your fourth turn, AND where they go.
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Furthermore, Daphnesue        offers this Guild Expedition (GE) Negotiation Strategy

I highly recommend buying an “extra turn” in the tavern shop before negotiating in GE, especially if you are negotiating encounters that have more than five choices.  The extra turn allows for four opportunities to solve an encounter instead of three. 

For a given encounter, the correct selection for each “slot” is a random selection from the list of choices.  For example, if the choices are iron, cloth, coins and supplies, each of these is an equally likely solution for slot 1, for slot 2, for slot 3, etc. 

 

The “best” first guess depends on the number of choices.  The “best” subsequent guesses depend on both the number of choices and the information you gathered from previous guesses.  The following doesn’t cover every strategy, but hopefully it will be useful and get you thinking toward a more successful strategy.

For 2 or 3 choices, winning is a no-brainer.   The first “round” should be five the “cheapest” choice (in my case, that is supplies).  For the second try, use the 2nd cheapest choice (in my case, that is coins).  If you need a 3rd try, it will be the good.

 

For four or more choices, the first two rounds is not about winning, it is about gathering the maximum amount of information to give you a good chance of winning the third round.

For 4 choices, you should win almost every time.  In the first round, I will guess two of the cheapest choice and one of each of the others.  If any of the choices are not used, I will find that out right away.  It is good to eliminate a choice, but the down side is that you don’t find out much about the “red” slot.  Any of the remaining selections are still possibilities.  In the second round, I try to guess selections that I know will be used (yellow in first round) in the “red” locations.  I use each of the “yellow” choices at least once.  For the third round, start by filling in the choices you know will be correct.  If you have to guess for the last few slots, try to be smart about it (see example below).

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For 5 choices, you should win most of the time.  In the first round, I will guess each of the choices once.

 

For 6 choices, I win about 50% of the time.  In the first round, I will guess five different choices.  In the second round, I will include the last choice (unless all five slots are yellow or green in the first round).

 

For 8, 9 and 10 choices, the odds of winning in three rounds (even if you do everything right) start getting pretty small (I usually get a couple of wins in three rounds, but rarely on the first try).  I play to learn enough in the first three rounds so I know what the solution is going to be in the fourth round.   Start by selecting five different choices in the first round.  Then use as many of the remaining choices as possible in the second round.  In the third round and fourth rounds, go for the win.  If you are willing to spend diamonds on a fifth round, go for the maximum additional information.

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ranking

Player Ranking Points System

Spring 2016 Inno changed how players are ranked and earn points - this explains the new/current system and will not speak of the old no-longer used system.
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So lets get to it then, your Ranking Points consist of the sum total 
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Battle points.  All the battle points from battles you fight in GE, GvG, and PvP count towards the Ranking Points.  All your battle points are added together and divided by fifty (Battle Points/50), the quotient is then added directly to your Ranking Points.

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Goods spent.  Whenever a good is spent for the research tree, on building great buildings, sector negotiation and GE negotiations, the spent good's Point Value is added directly to your Ranking Points.

Also you will receive Ranking Points when donating goods to the Guild Treasury, this includes auto donations, such as; Obs, Atomium, and Arc.  

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The exceptions are: You do not gain Ranking Points for using goods for the creation of refined goods or re-refined goods, nor does paying goods for quests.  Goods traded are not counted towards the ranking.

 

The goods Point Values differ depending on their age (the higher the age, the higher the value).  Every good has a base value.  refined goods have a base value + the value of the good put in to produce it.   Similarly, re-refined goods have their own value + the value of the respective refined good.

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The good values can be seen below:
Bronze Age - 2.5
Iron Age - 3
Early Middle Age - 3.5
High Middle Age - 4
Late Middle Age - 4.5
Colonial Age - 5
Industrial Age - 5.5
Progressive Era - 6
Modern Era - 11.5
Postmodern Era - 12.5
Contemporary Era - 13.5
Tomorrow - 19.5
The Future - 21

Arctic Future - 22.5

Promethium - 42

Oceanic Future - 29

Orichalcum - 42

 

As noted the base value starts at 2.5 in Bronze Age and increases by 0.5 with each era. Modern Era introduces refined goods, so the value of the respective good is added to the base value (for example for Modern Era it is the base value of Modern Era, which is 6.5 + the base value of Colonial Era 5, hence the total value of 11.5).  Tomorrow introduces re-refined goods (base value of Tomorrow is 8 + the value of the refined good from Modern Era gives 19.5 in total).  

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Buildings points.  All the buildings in the game have a points value calculated basing on their size, era and type (event, premium buildings, and great buildings are a bit more valuable than other, standard buildings).  When a building is placed in the city its point value is added to the Ranking. Points.  When it is removed, its value is subtracted.  

 

So the basic value calculation is; Width * Length * Building Type Factor * Age Factor.

 

This requires a bit more explanation:  

 

Building Type Factor
For most of the buildings this factor equals 1.  For Diamond buildings and event buildings it is 2 (a building cannot be Diamond and event building at the same time). Town hall has the highest Building Type Factor which is 3.  This basically means that Diamond buildings and event buildings are worth twice as much as a normal building from the same era.

 

Age Factor
Stone Age - 2
Bronze Age - 2.5
Iron Age - 4
Early Middle Age - 10
High Middle Age - 20
Late Middle Age - 30
Colonial Age - 50
Industrial Age - 100
Progressive Era - 150
Modern Era - 250
Postmodern Era - 400
Contemporary Era - 600
Tomorrow - 1000
The Future - 1600

Arctic Future - 2400

Oceanic Future - 3000

Virtual Future - 4000
No Age - 100
Multi Age (for example Champion's Retreat) - adopts value of the age currently in.
All Age (for example Victory Tower or Wishing Well) - 20

 

Example:
Cottage from Iron Age is worth 16 points, because it occupies a square 2 by 2, is a normal building type and comes from Iron Age. Therefore, according to the formula:
Width * Length * Building Type Factor * Age Factor
2*2*1*4=16

 

Great Buildings add in a couple more calculations.  In addition to the Value of a standard city building of the same age and size, Value of goods spent to initially put it into the city and Value of Forge Points needed to reach its current level are added.

 

Example:
Zeus statue construction site is worth 390 points, because:
1. Value of a standard city building of the same age and size is 3*2*1*2.5=15
2. Value of goods spent to initially put it into the city is 150*2.5=375
3. Value of Forge Points needed to reach its current level is 0, as no Forge Points were spent so far.

As soon as your Statue of Zeus reaches level 1, its value will increase by 600 points, because reaching level 1 requires 40 Forge Points, and 1 Forge Points is worth 15 ranking points.

Please remember, that all those points are removed when you delete a Great Building. This means that also points for goods spent to put it into your city will be removed, when you remove a Great Building.

 

Of note:  the old Ranking system added points for the collection of coins and supplies.  This new Ranking system removed that.  Goods production does not count.  Points for GvG has been an area of contention and may change at some point.  Lastly, when this new Ranking system went into place older active players were rewarded with a special 1X1 decoration building, looking similar to Sverd i fjell (Swords In Rock) monument located in Norway.  There were different levels of this decoration awarded based on how many old Ranking points you had at the time of recalculation and the awarded decoration gives the owner additional new Ranking Points to make up for old points lost in the recalculation as follows;

 

The ranking system statue
gold = 400 x age
silver = 256 x age
bronze = 100 x age
stone = 36 x age

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City Layout

First off, lets make a clear distinction between an efficient city and a beautiful city.  I understand that you might adore your city layout and that Colosseum looks really cool but the rarest resource in this game is LAND, therefore in order to be successful you must build efficient above beauty.  Do not ask yourself what buildings you want to keep or you like - this will result in sentimental holding of a bunch of inefficient buildings that will take up large space in your city and offer little return.  After the shininess wears off, you will become frustrated that you cannot advance.  Instead, you must analyze buildings for efficiency and importance for game play.
 
Preferably a city should be designed before built if you want the highest efficiency and least costs for rebuilding.  However, few of of start playing this way but all is not lost.  Even a established city can be plotted and then designed from hence forth.  There are currently two major options how to design your city:  the website City Planner or a spreadsheet like MS Excel.  Both offer a way to layout buildings and roads, packed together, in a way to best conserve space via trial and error - like one builds a jigsaw puzzle.  The website city planner can even import your current city from the game so you can study it and start from there making changes - a great tutorial for city planner is here.
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No matter what tool you use or don't use, the objective is to construct a variety of building structures to provide citizens, supply production, resource goods, build an army, and offer many other useful items or bonuses.  In order to accomplish this, one should utilize building comparison charts to decide which building offers you the most efficient use of space for your city.  What do we mean by 'building efficiency'?  Building Efficiency is the consideration of how much a building produces (production or happiness or population) versus how many space squares the building is sized versus how much population the building requires to function (production buildings). Basically you want to get the highest production (or population or happiness) you can for the smallest size.  A Comparison chart for production buildings is here, a Comparison chart for residential buildings is here,  a Comparison chart for cultural buildings is here, and a Comparison chart for decorations is here.
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In addition to efficient buildings you must also utilize a efficient city layout.  This is about not wasting space.  Some good hints are:

1.  The Shorter NOT the longer ends of buildings are connected to roads (example 3X4 building the road is on the 3 square side, not the 4 square side)
 
2.  Arrange buildings in rows or columns and place all buildings with similar widths and lengths together.
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3.  2x2 roads are placed only next to buildings that need them and 1X1 roads elsewhere.  Use the minimum amount of roads required to connect buildings.

4.  No decorations are present, they can be mo/po which takes away from more important buildings thats need to be mo/po like production buildings.

5.  Buildings should not be surrounded by roads, in fact buildings should be back to back, for example; if going across columns one would see building, road, building, building, road, building.

6.  Many recommend placing the Town Hall in the center of the map not in a corner or side.

7.  Try to only to use newest age (or premium) buildings, as this will increase you Player Ranking.

8.  No roads are built on the edge of the map.

9.  Expansions are arranged in square shape not polygon with many turns
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10.  Keep decorations to a minimum. many feel it is best to use GBs for happiness.  If you have free open 'holes' in your city, fill them with Victory Towers, or Watch Fires.
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layout

Friends List

Each list (Friends, Neighborhood, Guild) are limited to the number of players you can have one each.  With a recent update, the max number of players you can have of the Friends list is 120 but you are still limited to 80 Friend requests of your own to send out.   
 
Having defined the limitations, we will consider what the lists are potentially useful for.  So as you have already discovered, every time you Aid a player you are rewarded with 2 things - a guaranteed amount of Coins and a percentage chance to gain a GB BP.  This is helpful for Coin reserves but more importantly this is the second best way to get BPs.  You can maximize this BP seeking potential by actively managing your Friends list - to seek friends that have GBs that you are interested in.  By having these players as friends you can donate FPs to their GB so that you may have a rewards spot that will reward you with BPs, the best way to get BPs.  
 
So understanding the above, go through your Friends list fairly regularly, clear out, add, and make changes - use your Friend list as a tool to seek BPs you are interested in and need.  Pay extra attention to seek friends who self level their GBs they make it very easy to jump on for FP profit and BPs.  More wanted GB maybe harder to get BP rewards for, so you may want to keep higher level players as Friends too, so that you can jump on and get BPs for high-sought-after and higher aged GB (of course, you may have to pay a FP premium for doing so)
 
As you advance more you will find new advantages to the Friends list also.  Be introduced to the Dynamic Tower and the Seed Vault and the Rain Forest Project GBs.  These GBs give you additional rewards for Aiding on your lists.  DT gives you goods from the Age of the player you are Aiding - a great way to get free advanced-age goods.  The SV gives you a percentage chance to gain a Wishing Well reward for each and every player you Aid.  The RFP gives you a percentage chance boost for gaining BPs when Aiding.  Therefore with the GBs your rewards are greatly increased for Aiding and again we see the importance of managing your Friends list.

The Friends list is the only list of the 3 that you can actively manage.  The Guild list is dependent on if a player is a member of your guild or not - you cannot change that.  The Neighborhood list is automatically generated by the game - you cannot change that.  Thus, the Friends list is the one and only you have control to add or delete who you want.  Again, use the list as a tool as outlined above to seek the rewards you are interested in and maximize the potential for such rewards.  Furthermore, I would recommend never having a player duplicated in your lists.  In other words for example, most often Guild members are also Friends - thus, player A may show on your Guild list and be duplicated on your Friend list.  By doing this you are using one of your limited spaces for duplication thus robbing yourself of more potential reward.  So I always turndown a Guild members request to be friends and I send them a nice message thanking them and telling them my reasoning behind this practice.  

Lastly, I will reiterate another use of the Friends list.  By seeking players who do a lot of self leveling you can really make a lot of FP profit by sniping / swooping their GBs.  In fact, I can attest that I have made over 10,000FPs doing exactly this over the last 1 year - yep, true.  So manage that list and use it as a tool of massive power!!!


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list

Special Goods Needs per Age

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spGood
Once you enter the Arctic Future and beyond, an additional good is introduced.  Known as a "special" good, these goods are only producible thru additional game play mechanics (AF Promethium is only produced via the Arctic Harbor, OF via the Ocieanic Terminal, etc).  This article does not go into the explanation of the special good (there are plenty of websites for this) but rather simple shows how much special good is required to complete each advanced age.  So here we go:

AF                                                         SAAB
Promethium 3,620                               Promethium 2,710
                                                              Orichalcum 3,420
OF                                                         Mars Ore 11,500
Promethium 6,840                               Asteroid Ice 11,000
Orichalcum 8,590
                                                              SAV
VF                                                         Promethium 2,850

<no new special good>                    Orichalcum 2,450
Promethium 2,160                                Mars Ore 3,750
Orichalcum 1,990                                 Asteroid Ice 7,250
                                                              Venus Carbon 11,900
SAM
Promethium 1,350                               SAJM

Orichalcum 1,200                                
Mars Ore 3,500









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Promethium 2,850

Orichalcum 2,500
Mars Ore 1,500
Asteroid Ice 3,900
Venus Carbon  8,000
Unknown DNA 10,000

Buildings that produce Guild Goods

gg
List of all buildings that produce goods for the guild.

AI Core
Arc
Atomium
Observatory

Airship
Celtic Farmstead
Deadman's Boathouse
Fiore Village
Gentiana Windmill
Golden Crops
Great Elephant (Bazaar, Citadel, and Royalty)
Jade Statue (from Azrec settlement)
Statue of Honor
Royal Bathhouse (from Egypt settlement




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Odds & Ends

OE
Settlements - if you terminate a settlement by pressing the abandon/end settlement button you have to wait 24 hours till you can start a new one​

Potion Boosts - only one potion boost can be used at a time for attack / defense.  If you click a second, it will not stack, instead the first will be replaced with the second.

Age Up affects on GE nd GbG -- if you up a age while already within a GbG then the troops you fight will be the old age, the goods negotiated will be the old age.  The rewards you get will be the new age.
If you up a age while already in GE then the troops your fight will be the old age, the goods negotiated will be the old age.  The rewards from the chests on the map will be the old age, but the rewards you get from ToR relics will be new age.

When you leave a guild, you must wait 7 days to return

Swoop thread -- is for benefit of guild members -- a GB is placed there when you want places filled fast and don't mind giving away profit to guild members.  so it is NOT a 1.9 or anything like that, its more like a "permission to snipe" -- example; if I over pad my CoA and the next position is say only 10 FP to place, yet it pays 40 FP then by placing it in the Swoop thread I am giving away profit (in exchange for *hopefully* getting the positions taken faster rather than letting it wait in a swap  thread half the day)




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