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Forge of Empires Resource & Commodity Guide (Supplies, Tiers, Medals ... )

Date: Feb 20 2013 02:41:07 Source: Wiki Views:
KeyWord: Forge of Empires, Forge of Empires Guide, Supplies, Tiers, Medals, Resource, Commodity, Gold, Diamonds, Happiness

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

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.

Supplies

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
  • Requires Diamond.

Production
Supplies produced in an hour
Space efficiency
Supplies produced per occupied cell per hour
Size
  1. of Tiles

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

Summary

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.

Deposits

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

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.

Tiers

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

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

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

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

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

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

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

Improved Goods Buildings

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;

Improved Goods Buildings
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

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.

Medal Scoring in PvP Tournament Tower
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

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

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

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.

Bronze Age
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
Iron Age
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
Early Middle Ages
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
High Middle Ages
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
Late Middle Ages
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

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

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.

Forge of Empires Guide: City Planner >>

Forge of Empires Guide: Movement Cost >>

Forge of Empires Combat Guide >>

Forge of Empires Defence Guide >>

Forge of Empires Guide: Quick Goods Listing >>

Forge of Empires Guide: Supplies >>

Forge of Empires Guide: Tech Tree Analysis >>

Forge of Empires Guide: Basic Optimization Strategies >>


 

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