Forge of Empires is a strategy game that lets you create your own city and accompany it from the beginning of the Stone Age onward throughout the centuries. Build structures typical of the epoch. Enlarge your sphere of influence through military campaigns and skillful dealings. With a powerful army and the right tactics, you will subjugate your enemies and forge a vast empire.
This Guide is something about Forge of Empires's Resource & Commodity. I hope you guys enjoy this guide and I hope it helped you guys out.
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Gold Supplies Goods Medals Diamond PopulationHappiness TradingMerchants
Gold is one of the main resources along with Supplies. It is used for everything from recruiting armies to buying Forge Points. Gold is gained from Residential Buildings and by fulfilling chores.
Some Residential Buildings can produce more,and some less gold per day.
What most people do not realize is that the Hut(first residential building available) makes more gold than most of other buildings,but the problem is collecting it every 5 minutes.
This is a comparison table of structures that allow the production of supplies. Just because the production building is next does not mean it's better or more efficient. Often each age has 1 best and you need to decide if you prefer efficiency of production, space or population.
Name
|
Production Supplies produced in an hour |
Space efficiency Supplies produced per occupied cell per hour |
Size
|
Population efficiency Supplies produced per population per hour |
|---|---|---|---|---|
| Hunter | 34 | 3.8 | 9 | 1.2 |
| Pottery | 50 | 4.2 | 12 | 1.2 |
| Fruit Farm | 130 | 6.5 | 20 | 2.6 |
| Blacksmith | 32 | 8 | 4 | 2.7 |
| Goat Farm | 220 | 11 | 20 | 1.8 |
| Tailor * | 360 * | 30 * | 12 * | 4.1 * |
| Butcher | 160 | 13.3 | 12 | 2.4 |
| Bakery * | 480 * | 40 * | 12 * | 4.7 * |
| Tannery | 160 | 17.8 | 9 | 3 |
| Shoemaker | 210 | 23.3 | 9 | 2.7 |
| Windmill * | 770 * | 64.2 * | 12 * | 5.20 * |
| Alchemist | 180 | 30 | 6 | 4.5 |
| Farm | 730 | 36.5 | 20 | 2.7 |
| Spice Trader* | 730 * | 81.1 * | 9 * | 8.5 * |
| Cooperage | 490 | 40.8 | 12 | 3 |
| Brewery | 400 | 44.4 | 9 | 2.9 |
| Perfume Distillery* | 620 * | 103.3 * | 6 * | 8.0 * |
| Sailmaker | 470 | 52.2 | 9 | 3.4 |
| Tobacco Plantation | 900 | 56.3 | 16 | 2.7 |
| Clockmaker | 320 | 53.3 | 6 | 4.7 |
Goods are the most common commodity to spend in Research, along with Supplies and Gold Coins. The primary uses for goods are:
Unlocking research achievements
Negotiating with provinces
There are currently 30 Goods available, produced in goods buildings. Goods buildings leverage resources found in deposits on the map to produce a larger volume of goods than would otherwise be produced without the deposit.
Deposits are found in specific Provinces and are randomly generated per Account. In order to use the Deposit you must first capture the Province by either killing any resistance or by negotiating with the current owner.
Every resource have its own Deposit. For example, in order to make Glass you would need a Quartz Deposit. Note however, that you can produce any resource so long you've unlocked the appropriate Goods Building, but having the appropriate Deposit will make it much faster. Therefore it is usually recommended to Trade commodities with other Players.
Goods Buildings are used to create, yeah, you guessed it. Goods. They are unlocked through Research & Technology. Goods Buildings are usually very costly and require a large chunk of your population. Your population being enthusiastic does not benefit your Goods Buildings.
The Goods Buildings share the same mechanic that of any Supplies Building. However, the durations are notably longer and the gain is lower. It will also cost you Gold Coins and Supplies in order to use the Goods Building. For example, a Tier 1 Goods Building would require 100 Gold Coins and 100 Supplies to work for 4 Hours.
As far as I can tell, Goods can be split into different Tiers. Every continent(Currently 80 players maximum) will have at least 1 of every Deposit. However, this is heavily mitigated due to the fact that there will always be in-active players on your Continent. Luckily, it has been confirmed that the Developers have found a workaround for this and is currently going through its final testing stages and is due release Soon™.
Tier 1 consists of Dye, Lumber, Marble, Stone and Wine.
Cost of 4 Hour Production (1 or 5 items): 100 Gold Coins, 100 Supplies or 1 resource bonuses
Cost of 8 Hour Production (2 or 10 items): 200 Gold Coins, 200 Supplies or 2 resource bonuses
Cost of 1 Day Production (4 or 20 items): 400 Gold Coins, 400 Supplies or 4 resource bonuses
Cost of 2 Days Production (6 or 30 items): 600 Gold Coins, 600 Supplies or 6 resource bonuses
Tier 2 consists of Cloth, Ebony, Jewelry, Limestone and Iron
Cost of 4 Hour Production (1 or 5 items): 200 Gold Coins, 200 Supplies
Cost of 8 Hour Production (2 or 10 items): 400 Gold Coins, 400 Supplies
Cost of 1 Day Production (4 or 20 items): 800 Gold Coins, 800 Supplies
Cost of 2 Days Production (6 or 30 items): 1 200 Gold Coins, 1 200 Supplies
Tier 3 consists of Alabaster, Copper, Gold, Granite and Honey
Cost of 4 Hour Production (1 or 5 items): 400 Gold Coins, 400 Supplies
Cost of 8 Hour Production (2 or 10 items): 800 Gold Coins, 800 Supplies
Cost of 1 Day Production (4 or 20 items) : 1600 Gold Coins, 1600 Supplies
Cost of 2 Days Production (6 or 30 items): 2400 Gold Coins, 2400 Supplies
Tier 4 consists of Brick, Dried Herbs, Glass, Rope and Salt.
Cost of 4 Hour Production (1 or 5 items): 800 Gold Coins, 800 Supplies
Cost of 8 Hour Production (2 or 10 items): 1600 Gold Coins, 1600 Supplies
Cost of 1 Day Production (4 or 20 items): 3200 Gold Coins, 3200 Supplies
Cost of 2 Days Production (6 or 30 items): 4800 Gold Coins, 4800 Supplies
Tier 5 consists of Basalt, Brass, Silk, Talcum-powder and Gunpowder.
Cost of 4 Hour Production (1 or 5 items): 1600 Gold Coins, 1600 Supplies
Cost of 8 Hour Production (2 or 10 items): 3200 Gold Coins, 3200 Supplies
Cost of 1 Day Production (4 or 20 items): 6400 Gold Coins, 6400 Supplies
Cost of 2 Days Production (6 or 30 items): 9600 Gold Coins, 9600 Supplies
Tier 6 consists of Paper, Coffee, Wire, Porcelain and Tar.
Cost of 4 Hour Production (1 or 5 items): 2400 Gold Coins, 2400 Supplies
Cost of 8 Hour Production (2 or 10 items): 4800 Gold Coins, 4800 Supplies
Cost of 1 Day Production (4 or 20 items): 9600 Gold Coins, 9600 Supplies
Cost of 2 Days Production (6 or 30 items): 14400 Gold Coins, 14400 Supplies
Later on in Forge of Empires you will eventually unlock Improved Goods Buildings. The first Improved Goods Building is unlocked in High Middle Age and it's the Improved Stone Mason.
As of now there are currently 3 Improved Goods Buildings. The latter 2 being unlocked in Late Middle Age. Those are;
| Structure Name | Age Researched | Original Size | Improved Size |
| Improved Stone Mason | High Middle Age | 4x4 | 4x3 |
| Improved Limestone Mason | Late Middle Age | 4x4 | 3x3 |
| Improved Goldsmith | Late Middle Age | 4x3 | 3x3 |
Medals can be won in tournaments, after unlocking the corresponding towers in the world map. Their main purpose to unlock city extensions. As development of the game has progressed, they can also be used to purchase blueprint pieces of the Great Buildings.
To win medals, you need to unlock the part of the continent (in the world map) that contains it, then you have to fight and defeat your neigbours to gain points. Every Sunday, the tournament closes and winners obtain their medals, the amount of which depends on the age the tower corresponds to. You have to choose to attack neighbors, support them or do nothing with them. Dont choose nothing. For supporting you are given a token amount of 20 gold which is not much but when you do it 80 times thats 1600 gold which for the bronze are is tons of gold. After you get a steady stream of gold from residential buildings attack more and win the production of what ever they were making. They can be traded with Leonardo Da Vinci, for blueprints. Starting price is 20 medals per blueprint, and costs 20 more medals the next time.
| Rank | Bronze Age | Iron Age | Early Middle Age | High Middle Age | Late Middle Age | Colonial Age |
|---|---|---|---|---|---|---|
| 1st | 10 | 20 | 40 | 80 | 150 | 250 |
| 2nd | 5 | 10 | 20 | 40 | 100 | 150 |
| 3rd | 3 | 6 | 12 | 20 | 50 | 75 |
| 4th | 2 | 4 | 8 | 12 | 40 | 50 |
| 5th | 1 | 2 | 4 | 6 | 30 | 40 |
| 6th | - | - | - | 4 | 25 | 30 |
| 7th | - | - | - | - | 20 | 25 |
| 8th | - | - | - | - | 10 | 20 |
| 9th | - | - | - | - | 5 | 10 |
| 10th | - | - | - | - | - | - |
| |
The number of medals used to unlock a "victory expansion" increases the more of these expansions that have already been purchased (similar to forge point buying). For example, the first expansion will cost 10 medals, while the second costs 50, and so on.
Diamonds are a "Premium" resource. They are bought through real money and can be spent on pretty much anything. You can also recieve Diamonds through Quests - although, this is very rare! And usually in small amounts of 25.
Some examples of what diamond can be spent on are;
Loot all Gold/Supply/Goods Buildings in an instant
Time Reduction
25% - 50% Time Reduction in recruiting units and building speed.
Scouting a Province(50 Diamonds to scout it right away, I find this to be VERY useful and worth it!)
Buying Goods to either negotiate with a Province or to research a technology.
Buying Forge Points
Research a technology instantly(This is extremely expensive, and generally considered not to be worth it at all!)
Unlocking the 5th slot in Military Buildings
Population measures the number of people in your city. Population is produced from each type of house you add to your city. People are also used to create military and resource buildings other than housing. Each production and military building costs population, which can only be reclaimed by selling the building.
With growing total population, the need for happiness will also increase, so build cultural buildings and to keep your people satisfied.
Happiness of your population influences production and income. Happier citizens will pay more taxes and work harder for you, if they're enthusiastic you'll recieve a whole 20% bonus Gold and Supplies. You also get 20% more points for tournaments and your overall score may grow faster. Max out when ever possible and dont let it ever fall to 50%.
Happiness does not affect Goods Buildings.
The following values are relevant in calculating your productivity percentage:
Demand for Happiness: This is equal to your population.
Provided Happiness: This is equal to the sum of happiness for all buildings in your city.
Productivity: This is calculated from the ratio of provided happiness / demand for happiness.
| Happiness Ratio | Productivity |
|---|---|
| Below 1,2 | 50% |
| Between 1,2 and 1,4 | 100% |
| Above 1,4 | 120% |
In order to increase happiness, you will need to build Cultural Buildings or Decorations. The below chart lists buildings you can build to increase happiness.
| Building | Size (Cells) | Happiness | Happiness/Cell | Required Tech |
|---|---|---|---|---|
| Tree/td> | 1x1 (1) | 18 | 18 | None |
| Bush | 1x1 (1) | 20 | 20 | Thatched Houses< |
| Stone Circle | 3x3 (9) | 182 | 20.2 | Construction |
| Statue | 1x1 (1) | 21 | 21 | Teaching |
| Hedge | 1x1 (1) | 22 | 22 | Brewing |
| School | 3x3 (9) | 240 | 26.6 | Teaching |
| Tavern | 3x3 (9) | 280 | 31.1 | Brewing |
| Building | Size (Cells) | Happiness | Happiness/Cell | Required Tech |
|---|---|---|---|---|
| Flower Tub | 1x1 (1) | 21 | 21 | Roof Tile Houses< |
| Fountain | 1x1 (1) | 23 | 23 | Thermae |
| Monument | 1x1 (1) | 26 | 26 | Processions |
| Triumphal Arch | 3x2 (6) | 190 | 31.6 | Processions |
| Public Bath | 4x4 (16) | 570 | 35.6 | Thermae |
| Building | Size (Cells) | Happiness | Happiness/Cell | Required Tech |
|---|---|---|---|---|
| Hedge with Flowers | 1x1 (1) | 29 | 29 | Accommodation |
| Pond | 2x2 (4) | 126 | 31.5 | Economics |
| >Inn | 3x3 (9) | 330 | 36.7 | Accommodation |
| Gallows | 2x2 (4) | 160 | 40 | Executions |
| Marketplace | 3x3 (9) | 430 | 47.8 | Economics |
| Building | Size (Cells) | Happiness | Happiness/Cell | Required Tech |
|---|---|---|---|---|
| Flag | 1x1 (1) | 32 | 32 | Monotheism |
| Signpost | 1x1 (1) | 32 | 32 | Signposting |
| Lantern | 1x1 (1) | 35 | 35 | Medicine |
| Doctor | 3x3 (9) | 470 | 52.2 | Medicine |
| Church | 3x3 (9) | 520 | 57.8 | Monotheism |
| Building | Size (Cells) | Happiness | Happiness/Cell | Required Tech |
|---|---|---|---|---|
| Group of Trees | 2x2 (4) | 120 | 30 | Cartography |
| Tower Ruin | 2x2 (4) | 170 | 42.5 | Intelligence |
| Cartographer | 3x2 (6) | 320 | 53.3 | Cartography |
| Library | 4x4 (16) | 940 | 58.75 | Letterpress |
| Academy | 4x4 (16) | 980 | 61.25 | Higher Education |
Trading is one of the most vital parts of Forge of Empires. Since a player can't find Deposits of every Goods, trading becomes a big part of the game when you need goods that you don't necessarily have access to.
Of course, a player can produce any of the Goods so long as the player have unlocked the necessary buildings to do so. Note however that unless you have access to a Deposit, the rate of producing the Goods will be much, much slower. For example, with a Deposit you'll recieve 5 of the goods over a time of 4 Hours. If you don't have access to a Deposit, you will only recieve 1 over a time of 4 Hours. Not very fast nor cheap, huh?
That's where Trading comes in, other players will get access to other Goods - and eventually you'll be in need of their goods and vice versa, they'll need some of yours. So one of you creates an Offer, as seen on the screenshot to the right, you'll have a list which shows what Goods you have and the amount. You simply open the dropdown boxes and select which resource you want to offer, and then what resource you want to recieve in return. And of course the amount.
Most offers are usually a Ratio of 1, meaning you give the amount you recieve, in example 10 for 10. People tend to have different ratios if the Tier of the resource is different, for example 5 Jewelry for 10 Lumber and so on and so forth. Of course this varies between continents.
I don't think there is a limit to the number of trades you can have at one time. I have had 4 pages worth before, so that should be sufficient.
You are not allowed to initiate a trade with a ratio of less than 0.5 or more than 2. Note that to get your offer accepted, you will probably have to beat the neighbourhood competition. This is because when opening up the market, the most profitable trades for the recipient are displayed first, and so that is what they will probably take.
Trading with a member of the continent who is not in your guild will require the recipient of the offer to spend a forge point on the transaction. Within guilds, trading is "free," only costing the outlined goods.
Merchants are NPCs that will create Trade Offers, though with a harsh ratio of 1:10 meaning they'll trade 1 of something for 10 of something else. You do not have to pay a Forge Point when trading with a Merchant.
Merchants will only place offers of the same tier, for example; Rope for Glass and Marble for Lumber or Wine and etc. You can find out more about the Tiers by reading Goods. Merchants are considered as the last resort if you do not have access to Diamonds.
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