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Feedback Care for Tomorrow Event 2024

xivarmy

Legend
Perk Creator
I just want to understand it better. If multiple they'll add up, Is this valid with 1%. My understanding is, for 1% keeping multiple also FP boost is 0% only because each building calculation yields 0 value. So, the statement is valid for more than 1% only if having multiple of them. Is my understanding correct?
The boost % is totaled first, and then you find out how it's applied. so if you have 10% total from multiple sources then anything that makes 5 or more FP normally will get you something.

If you have a total of at least 50% (20% forgotten temple + 10 * 3% eco sanctums) then you gain something on even a 1 FP building (1.5 rounds to 2).
 

Kronan

Regent
Thanks for all this discussion - it's very helpful and community productive.

So in a simple (probably common use) case, someone with a SINGLE Forgotten Temple (yielding) 20 % FP boost and in a midgame era (say Colonial age) with a SINGLE Eco (at any level, base, silver, gold) yielding 1% FP boost (assuming same 1% - since I was unable to find the Eco by era reward changes as you move from BASE --> GOLD).

Sums to giving a total of +21% more help to FP collection events. So correct me if I"m wrong, but help should go like this:

If your building delivers 1 FP : 1 x 1.21 = 1.21 FP, which rounds DOWN to 1 FP earned in a collection - IE, no help
If your building delivers 2 FP : 2 x 1.21 = 2.42 FP, which rounds DOWN to 2 FP earned in a collection - IE, no help

3 FP : 3 x 1.21 = 3.63 FP, which rounds UP to 4 FP earned in a collection <----- :check:
 
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A simple formula gives the following result.
Horizontally, orginal number of FPs given by a building.
Vertically, FP bonus in percent.
In green, when an increment in FP bonus yields more FPs.

View attachment 11543
Not sure what the value in the grid mean, but the first row is incorrect.
The cell in green for 20 FP should be under 3% (+1), 8% (+2), 13% (+3), 18% (+4)
Can I suggest the cell should contain wither the total fp produced (after rounding) or the bonus fp.

Other rows have issues too, but the first one is glaringly obvious (notice for example that 49 has no green which make no sense)
 

CrashBoom

Legend
Not sure what the value in the grid mean, but the first row is incorrect.
The cell in green for 20 FP should be under 3% (+1), 8% (+2), 13% (+3), 18% (+4)
Can I suggest the cell should contain wither the total fp produced (after rounding) or the bonus fp.

Other rows have issues too, but the first one is glaringly obvious (notice for example that 49 has no green which make no sense)
rows are %
starting with 20% up to 50%
columns are FP: from 1 to 20

row 49% doesn't increase any FP output
where 50% increase all odd numbers
 
rows are %
starting with 20% up to 50%
columns are FP: from 1 to 20

row 49% doesn't increase any FP output
where 50% increase all odd numbers
Can I sugest that adding % to the number that is a % make the batle more readable (even if you didn't do it).
Personally I'm not that interested in what the percentage does to building with very low value of fp production (not many left in my cities).

This is what it should look like, imho (inverted axis from the picture above).
The function is: ROUND([fp]*[Bonus],0)

BonusFP.png
 

xivarmy

Legend
Perk Creator
This is what it should look like, imho (inverted axis from the picture above).
The function is: ROUND([fp]*[Bonus],0)

The point of starting from 20% in his table is the assumption that you always have 1 forgotten temple up plus whatever you get from ecohubs. And it's generally the lower FP numbers that are where you want to see where breakpoints might be. Higher base FP numbers will go up more frequently anyways.

But yes it would've been clearer to have the % column displayed with % by each number. But his table is labeled correctly.
 

Kronan

Regent
Here's a more visual look. The color bands help. This starts @ 1 FP, and goes to 60 FP. It starts @ 1% boost and goes to a boost of 50%

The numerical value in the cell is the amount of EXTRA FP you get at the intersection of reward and boost...

1720383078301.png
 
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Titantropo

Merchant
The ideia of planting trees was good, but with that distraction, the prizes got more difficult to get. First event in a long time where I could only get the golden upgrades for past buildings.

For those experts that say "oh, completly easy, I got 2 of each without spending diamonds, it's only a question of strategy", well I guess I'm not good at strategy, that's why I don't play chess. So, care to share a guide or two?
 

xivarmy

Legend
Perk Creator
The ideia of planting trees was good, but with that distraction, the prizes got more difficult to get. First event in a long time where I could only get the golden upgrades for past buildings.

For those experts that say "oh, completly easy, I got 2 of each without spending diamonds, it's only a question of strategy", well I guess I'm not good at strategy, that's why I don't play chess. So, care to share a guide or two?

It's almost the same as past merge events is probably why strategy specifics weren't particularly discussed. The changes were in the direction of doing less boards for about the same rewards as previously.

The KISS option is to:

1) Not go for full boards. It's impractical to guarantee without booster use that you'll finish one in a reasonable time. Instead spawn ~10 things. Merge up to as many T4 keys as you can. Collect any extra T4 frozen tiles. Cash the keys. And reset the board.
2) Play boards daily. Reset costs escalate quickly. So it's much better to do 2 boards every day than try to do say 4 or 5 boards on less days. 2 Boards a day should be a decent baseline with the doubled costs. Plus some extra spent on rival days. If towards the end you find yourself with a lot of spare workers, move to 3 boards a day and/or add some extra spawns per board.
3) Open 1 big chest a day to take advantage of the x2 bonus.
4) Otherwise save keys up so you have a lot to use at once. Prefer the big chests, but make an effort to use up colors you have more than the others by occasionally hitting a lower chest when it wants the right color.

This will be enough to finish 1 main prize for sure.

From there you can work on occasionally recognizing boards that won't take too many boosters to full clear for a free reset and forcing things a bit during rivals. This can get you to the 2nd building.
 
It's almost the same as past merge events is probably why strategy specifics weren't particularly discussed. The changes were in the direction of doing less boards for about the same rewards as previously.

The KISS option is to:

1) Not go for full boards. It's impractical to guarantee without booster use that you'll finish one in a reasonable time. Instead spawn ~10 things. Merge up to as many T4 keys as you can. Collect any extra T4 frozen tiles. Cash the keys. And reset the board.
2) Play boards daily. Reset costs escalate quickly. So it's much better to do 2 boards every day than try to do say 4 or 5 boards on less days. 2 Boards a day should be a decent baseline with the doubled costs. Plus some extra spent on rival days. If towards the end you find yourself with a lot of spare workers, move to 3 boards a day and/or add some extra spawns per board.
3) Open 1 big chest a day to take advantage of the x2 bonus.
4) Otherwise save keys up so you have a lot to use at once. Prefer the big chests, but make an effort to use up colors you have more than the others by occasionally hitting a lower chest when it wants the right color.

This will be enough to finish 1 main prize for sure.

From there you can work on occasionally recognizing boards that won't take too many boosters to full clear for a free reset and forcing things a bit during rivals. This can get you to the 2nd building.
100% agreed.
 

nice2haveu

Viceroy
It's almost the same as past merge events is probably why strategy specifics weren't particularly discussed. The changes were in the direction of doing less boards for about the same rewards as previously.

The KISS option is to:

1) Not go for full boards. It's impractical to guarantee without booster use that you'll finish one in a reasonable time. Instead spawn ~10 things. Merge up to as many T4 keys as you can. Collect any extra T4 frozen tiles. Cash the keys. And reset the board.
2) Play boards daily. Reset costs escalate quickly. So it's much better to do 2 boards every day than try to do say 4 or 5 boards on less days. 2 Boards a day should be a decent baseline with the doubled costs. Plus some extra spent on rival days. If towards the end you find yourself with a lot of spare workers, move to 3 boards a day and/or add some extra spawns per board.
3) Open 1 big chest a day to take advantage of the x2 bonus.
4) Otherwise save keys up so you have a lot to use at once. Prefer the big chests, but make an effort to use up colors you have more than the others by occasionally hitting a lower chest when it wants the right color.

This will be enough to finish 1 main prize for sure.

From there you can work on occasionally recognizing boards that won't take too many boosters to full clear for a free reset and forcing things a bit during rivals. This can get you to the 2nd building.
Wow. This is like a event guide to kick-start the event freshly (with No chances of getting Wish fountain, Chrono column, additional ascended items and WWs).
 

Charles el Britannia

Baronet
Spoiler Poster
I agree with Ashura. Wish Fountain, Chrono Column and the Ascended items are pretty much garbage compared to the main building and the Orchard. On live the vast majority of players will focus on the latter two and not on those temporary buildings.
 

joyfulrider

Marquis
I agree with Ashura. Wish Fountain, Chrono Column and the Ascended items are pretty much garbage compared to the main building and the Orchard. On live the vast majority of players will focus on the latter two and not on those temporary buildings.
FOE is not getting stopped after this event. 6x6 size main buildings from this event is okay, but not okay for the size. Each month new event and new buildings, so cannot fill the city with that much big size buildings, one is okay but how long was the question. If any other better event buildings comes up, this one will be removed for sure because of the size. One thing in the game is not changed for many years, removing old event buildings and replacing it with new event buildings. Every player decision gets varied on different factors.
 
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