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Spoiler Space Age Titan

t s c h u s s

Merchant
Hope not. The only time where I expect Inno to implement something new on future ages is AFTER we leave the solar system :) and tbh after Titan I don’t see anything interesting enough on our solar system worth of being an age theme - maybe Triton? Or Oort Cloud I guess…
 
well, the reason why i am thinking that this may be the final age, is because inno seems to be focussing on maximizing revenue out of events, which is generally known as the most obvious exit strategy for a live service game (which FoE is). it would mean that a final "endgame" phase is to be defined, after which no new expanding content is added, except for (a few years of) events. after that, it is not really sure what would happen to such games :/
 
It's possible to hard cap it like Arc. For example lvl100 hard cap. Levels 0-10 each lvl up an increase of 0-1%. So, at lvl10 about 5%. At lvl 100 (hard cap) 20%. About 1% increase every 6th level up from lvl10. 20% doesn't seems to be that unreasonable high. Even with Shinto temple (50 base * 1,2 =) 60. Just 10 goods more from Shinto. CF can do way better. If that's too underwhelming it can be tweaked to be hard capped at a higher lvl.
With hard cap, I mean sure the GB can be levelled beyond that level. Like Arc can go above lvl180 but doesn't increase contribution bonus.

Well honestly, I wouldn't even need that strong of a boost to be a happy trader again. It would be neat, yes. But, I'd already be happy with an actual choice in terms of Eventbuildings. Where not every single building comes with Attackboost, no matter what, even if you don't want it. Yes, it does help reducing the goods costs by being able to trash some troops on the Map or on GE1-2, but - it would help even more when the boosts yoou get delivered by the eventbuildings weren't cut down for the sake of attackboost.

So like, why not bring back Systems like wildlife already had with its 3 Mountains, giving 2 - 3 variants of the Max level building - with base Variant delivering things that everybody needs, like FP, and maybe population/happiness, then give 1 Option with attacking army stats, one witth merchant stats like goods/ressourceboosts, and maybe giving one defense army variant, since thats becoming more relevant now with GE5. That would be a simple, yet important step back to actual balance.
 
Hope not. The only time where I expect Inno to implement something new on future ages is AFTER we leave the solar system :) and tbh after Titan I don’t see anything interesting enough on our solar system worth of being an age theme - maybe Triton? Or Oort Cloud I guess…

I honestly feel like something like a Prestige System could be interesting. Like it's seen for example in Call of Duty, where once you'd hit the final Level, you could 'prestige', thus 'resetting' your progress, but giving you advantages for doing so.

For FoE, that could be something like, you hit 'Prestige', thus resetting your progress back to Stone Age, but giving you x% boost on army stats/building productions. Could even be explained lorewise by, 'you discovered a new earth-like habitable Planet and started to colonize it, but it's too far away from our known solar system to communicate with your 'old' city'. Creating like a Gameplay-Loop.

Because, let's face it, the forward progress in terms of 'realistic' future scenarios where the scenario you come up with still feels like it makes sense is limited, and it feels like we already hit that Point with Space Age Asteroid Belt Reskin Age Part II.
 

drakenridder

Overlord
Perk Creator
Well honestly, I wouldn't even need that strong of a boost to be a happy trader again. It would be neat, yes. But, I'd already be happy with an actual choice in terms of Eventbuildings. Where not every single building comes with Attackboost, no matter what, even if you don't want it. Yes, it does help reducing the goods costs by being able to trash some troops on the Map or on GE1-2, but - it would help even more when the boosts yoou get delivered by the eventbuildings weren't cut down for the sake of attackboost.

So like, why not bring back Systems like wildlife already had with its 3 Mountains, giving 2 - 3 variants of the Max level building - with base Variant delivering things that everybody needs, like FP, and maybe population/happiness, then give 1 Option with attacking army stats, one witth merchant stats like goods/ressourceboosts, and maybe giving one defense army variant, since thats becoming more relevant now with GE5. That would be a simple, yet important step back to actual balance.
That's one thing for sure but I thought you were talking about SAT GB. For sure a very significantly higher efficiency for defence buffing event buildings as an option should be applied.

Also 20% hard maximum ain't that good compared to CF. Which can crank up massive amounts of goods. Even at 500 goods/d from collecting, it's only 100 goods additionally. A lvl100 CF only needs a little more than 3 RQ giving goods to exceed it in additional goods compared to the not boosted default 5 goods from RQ. At 30% hard limit (150 additional goods from 500/d), slightly more competitive (5 RQ with lvl100 CF).
 
That's one thing for sure but I thought you were talking about SAT GB.

What Innogames will do and preffers to do: lets copy paste all previous space ages and […] add 1 single trashy great building instead of 2 with 2 to 3 totally new bonuses. We do not care about players feelings and thoughts.

Well, basically I just stated that I don’t agree with Dessires ‚All SA GBs are Trash‘ Statement, and explained why I don’t agree that a GB isn‘t necessarily trash for everyone just because it doesn’t provide Army boost.

On second thought, the ‚instead of 2-3 with totally new bonuses‘ part also isn‘t true either, since Carrier, Island, and (arguable) Star Gazer HAD new, unique bonuses
 
Also 20% hard maximum ain't that good compared to CF. Which can crank up massive amounts of goods. Even at 500 goods/d from collecting, it's only 100 goods additionally. A lvl100 CF only needs a little more than 3 RQ giving goods to exceed it in additional goods compared to the not boosted default 5 goods from RQ. At 30% hard limit (150 additional goods from 500/d), slightly more competitive (5 RQ with lvl100 CF).

Also, I wouldn’t exactly agree on your numbers to be honest. This is exactly what I meant with my prior post - most players don’t think in the same amounts a trader would (and needs to) think.

See, you consider 500 goods/d much. Which seems about right for citys with fighting focus, gathering its goods as a bonus, don’t get me wrong. While for me, 500/d is like the earliest of early game. My LMA city of 3 Months already produces 700/d with heavily army based event buildings in that period of play, my TE city of one Year is at 1800/d. Without BG double harvest, CF questing, Carrier bonus etc, just from collecting the city. And still has lots of options to improve.
 
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drakenridder

Overlord
Perk Creator
Also, I wouldn’t exactly agree on your numbers to be honest. This is exactly what I meant with my prior post - most players don’t think in the same amounts a trader would (and needs to) think.

See, you consider 500 goods/d much. Which seems about right for citys with fighting focus, gathering its goods as a bonus, don’t get me wrong. While for me, 500/d is like the earliest of early game. My LMA city of 3 Months already produces 700/d with heavily army based event buildings in that period of play, my TE city of one Year is at 1800/d.
To me 500/d is not that much tbh, it was rather a number for making some concept. Not something I feel is "much" at all. Even at 2.000/d a 20% increase would mean 400 goods extra or a little more than 13 RQ's granting additional goods with a lvl100 CF. Thus the chance a CF would beat a hypothetical goods buff remains high at 20%. Buffing it to 30-35% I could imagine becoming competitive. However those numbers are just proves of concept, not rational estimates based off anything.
 
Sorry I got you wrong then, it just fitted most talks I had with fighters ^^

Well, problem with percentages always is, it gets stronger the longer someone plays. So, what might be too low in lower eras might also be too strong in Higher eras

For a player of months like my LMA city, 30% to 700/d would be 140 goods extra, but with tons of FP to spend to even get it to that level first.

For a city like my TE city, that would already be 540 goods extra.

Now imagine a city playing for several years. I asked one of the top rank players from the world my TE city’s on how much his city harvest, that was something between 3-4K/d. And I don’t doubt a traders city can easily compete to that with enough build-up time, just as most fighting city’s have 2000+% army boost. Then we’d already have 1.200 goods/d extra.

I honestly don’t have any feeling if that wouldn’t be too high already
 

drakenridder

Overlord
Perk Creator
@ShadowPhoenixx95 yeah no problem. Sure 30% is a bit on the high end of things but it depends on how far you've specialised the city and how efficient it got. As I can imagine the GB excluding the colony's goods. On 2.000 goods/d on average increased by 30% would result in 400 additional goods, which is the equivalent of 20 RQ with a CF lvl100. Assuming 20 goods giving RQ's only. The downside however of a late age GB compared to CF lvl100 and a flat maximum of 30%, is that the CF is much cheaper to level to lvl100 and has no known limit of its efficiency. So, not taking goods into account, the fps needed for a hypothetical lvl100 GB of TAS or later copy age and 2.000 goods/d increased by 30%, the fps in the CF have the potential to much less than 20 goods RQ's.
Considering those things, I think 25-30% as a flat maximum would still be interesting but hard-ish to justify. When it's competing with CF. Personally I would still take the CF first. Once levelling the CF further becomes impractical, I would seriously consider such goods buffing GB.
 
Well, CF is somewhat limited since you only can decline a limited Number of Quests daily. (Was 2000 Quest you can decline a Day, if i recall correctly)

Personally, I gotta admit I haven't used CF all the way to its Limit yet, because

1) I always had GBs that kinda felt more Important to bring to 80 (At least within the Year I played my TE City, first brought Arc to 80, then proceeded to level my Goods GBs first because I struggled to get enough unrefined goods - but I guess thats gonna shift once the City is filled up with efficient enough Event Buildings, but thats gonna take longer than one year) and

2) I'm just way too lazy to do all the clicking in its low levels to really make it efficient. Like I said, that TE city is at 1800/d, that would 'only' be 144 Goods quests with a level 10 CF, 52 with a Level 100 CF - but then again, Goods 'only' have a 35% chance to drop, which already triples it, and then you also gotta count in the amount of quests you gotta decline first in Order to get the Quest you wanna do
 

Pass Go

Squire
yep, what Will-em said ... there's lots of trash GBs that I have never built. I just hope the new age isn't just a copy and paste of SAJM with new art and that the new GB ( I don't expect more than 1) won't be another happiness booster. Some of them look great ( like the Lotus temple) but are useless for me.
 
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