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Feature Space Age Asteroid Belt (SAAB)

Dudettas

Emperor
InnoGames
SAAB%20Logo.png
Dear Kings and Queens,

We are proud to present your brand new Age: Space Age Asteroid Belt (SAAB).

The Earth is still our planet, but the population keeps growing and growing, as does the urge for even more resources. Based on known terrestrial reserves, key elements for modern industry and food production could be exhausted on Earth within 50 to 60 years. Having explored Mars, we already have our first footprints in the Solar System, so now The Asteroid Belt is the ideal place for Mankind to get the needed resources to survive and keep going further.


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The Space Age Asteroid Belt age brings you:

  • Your own Asteroid colony to manage!
  • 50 main story line quests
  • 45 side quests
  • 15 recurring quests
  • 9 new Avatars
  • 7 new expansions (3 new diamond expansions, 1 new campaign, 2 new research expansions, 1 victory expansion).
  • 25 new technologies to research
  • 2 new residential buildings
  • 5 new military buildings with 5 new units
  • 6 Goods Buildings - Synthesizers
  • 2 new workshop buildings
  • 2 new culture buildings
  • 1 new decoration
  • 2 new streets
  • 1 new Great Building
The colony:

The new colony at the Asteroid Belt becomes available upon researching its first technology on the Research Tech Tree. Please keep in mind that unlocking this new technology, will grant independence to your previous colony (Mars) and give you access to a new one (Asteroid Belt). Nevertheless, the previous colony goods can still be produced with buildings from the upcoming technologies.

Once you reach the Space Age Asteroid Belt Age, your new colony will be accessible through the same Spaceport in the outskirt limits of your own city:

Space Age Asteroid Belt's Town HallSpaceport to visit your colony
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By travelling to your colony in the Asteroid Belt, you can already start building it up. To obtain the new goods that will advance you through the Asteroid Belt, you will need the help of your colony. The new goods buildings will be built in your colony during the Asteroid Belt age, as you do not yet have the possibility to synthesize them in your main city. In the same way, you needed Mars Ore to advance through Space Age Mars, you will need Ice from asteroids to refine it into the goods. Unlock the exploration sites on the campaign map to obtain Asteroid Ice.

Ice.png
One of the most important resources in your colony is your Life Support. You will notice it on the upper left side of your colony and it provides a bonus to your goods production. To help your colony to become more productive and successful, you will need to place Life Support buildings, such as Storage Container, Fuel Tank, Underground Reactor and Space Wharf.

Life%20Support.png


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New Great Building:

Great Building - Space Carrier ( 4 x 7 )
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This new Great Building (Space Carrier) provides you an Active Skill and a Passive one. The Active Skill (Orbital Transfer) produces special resources every 24 hours after reaching the Arctic Future Age (like Promethium). The Space Carrier produces medals in the previous eras, while the chances and types of special resources vary in the eras after Arctic Future. In parallel, there's a Passive Skill (Diplomatic Gifts) that gives a chance of providing you with a random reward in the first number of victorious negotiations.

New Units:

All the units provide you a chance of doubling the damage while attacking another unit. With the exception of the Champion, all units have an AR Targeting system.

ShredderHover HammerNail StormB.E.L.T.Drill Ranger

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hover_hammer.png

nail_storm.png

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drill_ranger.png
  • Shredder
    1.%20Shredder.png
    • Heavy Unit - It gains attack bonus from the Close Quarters' skill when attacking an adjacent field.
  • Hover Hammer
    2.%20Hover.png
    • Fast Unit - The Hover Hammer is a flying unit that ignores terrain and cannot be attacked by Artillery armies.
  • Nail Storm
    3.%20Nail.png
    • Ranged Unit - The Nail Storm can hide in a Rubble, which also provides attack bonuses.
  • B.E.L.T.
    4.%20BELT.png
    • Artillery Unit - The B.E.L.T. gains attack bonus for each field closer to the target and it ignores stealth.
  • Drill Ranger
    5.%20Drill.png
    • Light Unit - This close combat unit always retaliates attacks from adjacent fields.
Let us know what you think about the new era and its setting, as well as all the new content. We're looking forward to your feedback! :)

We would like to also mention that - as Forge of Empires is a game under constant development - the way certain parts of the game work is subject to change. This is particularly important in the Beta phase, where functionality and balancing can still undergo significant adjustments based on feedback and the effects on the gameplay.

Thank you for playing Forge of Empires!

Yours,
The Forge of Empires Beta Team
 
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Dudettas

Emperor
InnoGames
Subject to change, but please find below the provisional rewards for the Diplomatic Skills in the Space Carrier:

The first number of victorious negotiations have a chance of providing you with a random reward.
Possible Rewards:

  • 50 Goods (24%)
  • 125 Goods (8%)
  • 250 Goods (3%)
  • 500 Goods (1%)
  • 10 Forge Points (25%)
  • 50 Forge Points (12%)
  • 200 Forge Points (5%)
  • 5x Rogue (16%)
  • 10x Rogue (4%)
  • 50 Diamonds (1%)
  • Diplomatic Gifts Selection Kit (1%)
    • Wishing Well
    • Wishing Well Shrink Kit
    • Renovation Kit
 

Dudettas

Emperor
InnoGames
With the introduction of the Space Age Asteroid Belt, it was noted that the Space Age Mars Guild Expedition costs had not been balanced when Space Age Mars was introduced. This was updated with the introductions of the Space Age Asteroid Belt.
 

Dudettas

Emperor
InnoGames
We have introduced the following changes:
  • Unit rebalancing
    • Increased attack and defense values for all units
    • Increased Close Quarter for Shredder
    • Increased DoubleDamage/ KeenEye for all units to 25%
  • Goods Production
    • Increased Mars Ore production in the Mars Ore Synthesizer to 10, 20, 40, 60
    • Reduced goods production output of colony goods buildings to 4, 8, 16, 24 (unboosted)
  • Increased medals costs for colony goods production
    • As a result lower coins, supplies and Asteroid Ice costs
  • Additionally, rounded costs and output of several colony buildings (higher amount of colonists and life support)
 
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