• Dear forum reader,
    To actively participate in our forum discussions or to start your own threads, in addition to your game account you need a forum account. You can
    REGISTER HERE!
    Please ensure a translation in to English is provided if your post is not in English and to respect your fellow players when posting.
  • Halloween Event 2021


    Read all about the Halloween Event 2021 here!
  • Castle System

    The Castle System is a brand new feature in Forge of Empires which aims to reward players that are playing Forge of Empires actively. Come check it out in your city!
    Do you want to know more about this new feature? Then click here!
  • Cultural Settlement - Mughal Empire

    We are proud to present you our brand new Cultural Settlement: The Mughal Empire!
    This is the fifth of our Cultural Settlements, and your job is to help expand the Mughal Embassy.
    Read all about it here!

Table Guide to all buildings, units, towers and expansions

DeletedUser2752

Units
Units of a certain type receive a bonus in attack and defense against a certain other type. Some may also get a terrain bonus which could affect their attack, defense, or both. As the game progresses, certain units even gain special bonuses that can have effects that may not just be reflective of a boost to the attack or defense These are included in this table, but there's another nice visualisation and descriptions in the next post.

On the first few sets (ages) of units:
- Light units increase their defense on forests/bushes and get a bonus against fast units
- Ranged units get stronger attack on rocks and an advantage against heavy units
- Fast units are great against ranged units
- Heavy units gain a boost in defense on the plains and are mighty useful against light units
- Artillery units gain an attack and defense boost against heavy units as well

Regarding the table below:
The headers for each age show (the age :p) and the greatest time it takes to recruit a unit and this time also will reflect the (greatest) time it would take for a unit to fully heal. The each column shows:
- The name of the unit, as well as any special bonuses it has (the italicized portion)
- A picture of the unit and it's type (light, ranged, fast, etc.)
- The attack of the unit
- The defense of the unit
- The range of the unit
- The movement/speed of the unit
- The bonus the unit has against another (unit) type
- The bonus the unit has when placed in a specific terrain (forest, bushes, rocks, etc.)
- The points the units gives when defeated (if the battle is won). Multiply by 1.2 if your city is delighted.

Anything that is underlined is only to show separation between the next unit/row





















 
Last edited by a moderator:

DeletedUser2752

CostsPopulationIncomeDiamond
costs
Clock Tower Apartment
Size: 3x4
150,000 / 389,0002,4408,900 in 4 h-
CostsProduction
per hour
Size
Recycling Wheel *
(-150)

Vertical Farm *^
(+340)
381,000 / 186,000 / 1,000


900 / 570
4,860


8,100
5*4


4*5
CostsHappinessSizeHappiness
per field
Diamond
costs
Personal Rapid Transport *621,000 / 762,0007,2007*4257.1-
CostsHappinessSizeHappiness
per field
Diamond
costs
Tube Entrance36,510 / 54,4103602*1180-
-Bonus **
(%)
Unit costs
Building costs
Size3rd slot
4th slot
Battle Fortress Factory
(Heavy Unit)
6%
Def.
1,500 / 6,000
599,000 / 586,000 / 4,900
5x6149,800 / 146,500
399,300 / 390,700
ARCTIC FUTURE II ARCTIC FUTURE II ARCTIC FUTURE II ARCTIC FUTURE II ARCTIC FUTURE II | Recruiting time: 4h | 5th slot: 120
* Requires 2-lane roads (NOT factored into the "per space" columns)
** Each building with this bonus will boost either the attack for the attacking army or the defense of the defending army
^ Needs to be researched
 
Last edited by a moderator:

DeletedUser2752


*The turn order of the units move depends on their speed (highest to lowest). Normally the movement = speed, but this does not seem to be the case for the Recon Raider and Surrogate Soldier (or units with Rapid Deployment of course ;)).

Close Quarters
- When directly next to a unit, the unit with this bonus gains 30 attack; this also means that if an opponent has to stand next to a unit with this bonus to attack, it's retaliation will include this bonus.
Hides on Plains (Stealth) - When on the plains, this unit cannot be attacked unless the opponent is standing directly next to it (with the exceptions of units with Blast and retaliation from Contact).

Dug In
- While the opponent attacks this unit from greater than two spaces away, this unit will have an additional 50 defense.

Reactive Armor
- Limits the max amount of damage the unit can take (in a battle fortress' case, it can only lose a max of 3 HP per attack which means it normally will take at least 4 hits to be killed).



Expansions
-
-
-
70.3,200,000 / 1,00024.160,000**28.(No New)
71.3,400,000 / 1,000
Σ*46,604,900 / 35,100-642,760-18,200
*Sum of all expansions costs, not just Arctic Future
**This Medal expansion came out a few weeks before the second part, but just keeping it here since I didn't update my guides then.



Treasure Hunt
The prizes for each chest are shown below. Your rewards are dependent in the age you are in (BA stands for Bronze Age, IA stands for Iron Age, etc.), and which chest you are collecting from.
1st Chest - 5 minutes - Collect before 1 hour in order to continue (Spoil Time)
Chance
(%)
BAIAEMAHMALMACAInAPEMEPMECETEFEAF
Coins50%51535601001502102803604506008501,0001,150
Supplies50%51535601001502102803604506008501,0001,150


2nd Chest - 15 minutes - Spoil Time: 1 hour
%BAIAEMAHMALMACAInAPEMEPMECETEFEAF
Coins50%1235801402303454806408301,0351,3801,9502,3002,650
Supplies50%1235801402303454806408301,0351,3801,9502,3002,650


3rd Chest - 1 hour - Spoil Time: 1 hour
%BAIAEMAHMALMACAInAPEMEPMECETEFEAF
Coins50%401202704507501,1501,6002,1002,7503,4004,5006,4007,6008,750
Supplies50%401202704507501,1501,6002,1002,7503,4004,5006,4007,6008,750


4th Chest - 4 hours - Spoil Time: 4 hours
%BAIAEMAHMALMACAInAPEMEPMECETEFEAF
Coins35%1203508001,4002,3003,4004,7506,4008,20010,20013,75019,00023,00026,500
Supplies35%1203508001,4002,3003,4004,7506,4008,20010,20013,75019,00023,00026,500
ForgePoints30%22222222222222


5th Chest - 4 hours - Spoil Time: 4 hours
%BAIAEMAHMALMACAInAPEMEPMECETEFEAF
Coins20%3601,0502,5004,2007,00010,50015,00020,00025,00031,00042,00058,00070,00082,000
Supplies20%3601,0502,5004,2007,00010,50015,00020,00025,00031,00042,00058,00070,00082,000
Goods15%2525252525252525151515151515
ForgePoints15%55555555555555
Blueprint15%11111111111111
Medals15%2345710142030456590120150


6th Chest - 8 hours - (No Spoil Time)
%BAIAEMAHMALMACAInAPEMEPMECETEFEAF
Coins15%1,1003,2007,50012,75021,00032,00045,00060,00076,00095,000127,000180,000212,000245,000
Supplies15%1,1003,2007,50012,75021,00032,00045,00060,00076,00095,000127,000180,000212,000245,000
Unit25%11111111111111**
ForgePoints15%1010101010101010101010101010
Goods15%5050505050505050252525252525
Medals15%4710121524366090135195270360450
**There is currently a 10% chance of getting a Surrogate Soldier, a 10% chance of getting a Recon Raider, and a 5% chance of getting a Battle Fortress
You may need to scroll to the right in order to see the FE and AF chests in the last two chests



Points for Buildings
Clock Tower Apartment (Residential)28,800
Recycling Wheel (S)48,000
Vertical Farm96,000
Personal Rapid Transport (C)67,200
Tube Entrance (D)4,800
Battle Fortress Factory72,000
ARCTIC FUTURE II



Goods required across the Tech Tree
---CETEFEAFAF IITOTALS
Electromagnets--370545840001755
Gas--51043591539002250
Plastics--360550790001700
Robots--38050091042002210
Bionic Data--400565103542002420
Translucent Concrete---510720001230
Smart Materials---570880001450
Papercrete---53077533001635
Preservatives---310940001250
Nutrition Research---48052032001320
-----FEAFAF II-
Biogeochemical Data----4504600910
Purified Water----3804400820
Algae----4603900850
Superconductors----4254600885
Nanoparticles----4654300895
Nanowire-----0550550
Transester Gas-----0530530
A.I. Data-----180360540
Paper Batteries-----140200340
Bioplastics-----200310510
Promethium------760760
Note you only need to care about the AF II column (the "TOTALS" column is for all techs in every age)



7. Arctic Future II. Click for full resolution.

http://i.imgur.com/6CrcrsR.png
 
Last edited by a moderator:

Eric LC

Why do you use the disclaimer on buildings "Requires 2-lane roads, so supplies and population per space will be slightly less than the other buildings" then use calculations that don't take into consideration the 2 lane road on either orientation. Wouldn't it be less misleading to just calculate the numbers assuming everyone is optimally placing the buildings using the short side for 2-lane connections ( ex Greenhouse Complex 5/3 would be a 6/3 ) and then have a disclaimer "Requires 2-lane roads, so supplies and population per space may be slightly less depending on orientation"? It seems that a good amount of people don't realize the numbers don't take roads into account and the drop in actual value can be more than slight.

Business Center from CE looses 1/6th of its value when roads are taken into account dropping from 151 to 126, Logistics Center drops from 137.9 to either 110.3 or 118.2. With more realistic values the Fish Market in CE 120 production per field with +80 happiness looks far more appealing that Logistics Centers.

But with the numbers un-adjusted for 2 lane roads it comes off as obvious that Logistics Center is a direct upgrade to the Fish Market 137.9 vs 120, and the Business Centers become a near must build as its value is so much higher that the Fish Market @ 151.2 and for those that can't afford the loss of happiness they would build Logistics Centers over Fish Markets not realizing that they would get more on a per field basis from the Fish Markets.

In short not using 2 lane roads in calculations leads people to make poor choices in city design and if the value's calculated don't take into consideration the extra space required then leaving at least the formula for players to calculate the actual values themselves would be needed. That then begs the question that if players have to calculate the actual values themselves then whats the point in going to the guide in the first place.
 

DeletedUser2752

There also begs the question when factoring population and happiness boost for the production buildings. Plus the happiness (per space) used to keep the population happy and roads would also factor into the happiness and we also have to factor in polishing, and don't forget the size of the building also reflects how much less motivations are needed for the building, and speaking of boosting productions, we would also have to add in GB boosts as well. There are too many variables to consider, so I'll agree the numbers right now aren't very useful, but it still wouldn't be as useful even when I include just the roads. The guide itself is only assuming you have an open space that is already connected (by two-lane roads), you already have the extra population, and we aren't considering frequency of polivations or GB boosts.
I mentioned this on the EN forums before: I'm more tempted in removing that column altogether than to factor in more.

Also, if I was suppose to factor in roads, you need to remember that the plain 1-lane roads also take up some space too ;) (half as much as a two-lane road)
 
Last edited by a moderator:

Eric LC

Also, if I was suppose to factor in roads, you need to remember that the plain 1-lane roads also take up some space too ;) (half as much as a two-lane road)
The only reason you would add the short side to the calculations would be to put the values equal to the buildings that don't use 2-lane roads. Values in the prior guides never considered the 1 lane road so if you started recalculating for them in those buildings you would have to calculate for 1.5 roads in every building connected by 2 lane roads. Which is why you would only need to calculate for the short side in 2-lane road connected buildings in the first place as you drop the common denominator in both of a half.

As far as happiness and great building boosts that's something that a player would be able to take into consideration on their own when looking at the guides. They can tell from looking in their town how much happiness they have in deficit/excess and how many collections per day they can support at maximum benefit from their Lighthouse or Royal Albert Hall. In HaekelHansi's guide you acknowledged his use of the 2 lane road and didn't question the why, I don't see why you would then exclude it in the updated guide when it makes the information provided useless as far as a player maximizing his towns limited space, unless you don't understand what I stated in the above paragraph.
 

DeletedUser2752

The only reason you would add the short side to the calculations would be to put the values equal to the buildings that don't use 2-lane roads. Values in the prior guides never considered the 1 lane road so if you started recalculating for them in those buildings you would have to calculate for 1.5 roads in every building connected by 2 lane roads. Which is why you would only need to calculate for the short side in 2-lane road connected buildings in the first place as you drop the common denominator in both of a half.
I really don't understand what you're saying here. What I said at the end of my post was that if I had a pod home, it takes up 1 space, but I have to add an extra .5 to it because I have to connect it to a road. I wasn't arguing against your logic of how much space to add when factoring in the two-lane road.

As far as happiness and great building boosts that's something that a player would be able to take into consideration on their own when looking at the guides. They can tell from looking in their town how much happiness they have in deficit/excess and how many collections per day they can support at maximum benefit from their Lighthouse or Royal Albert Hall.
And they can't do that with two-lane roads :confused: You still didn't acknowledge the population for the building which also plays a factor into the building.
In HaekelHansi's guide you acknowledged his use of the 2 lane road and didn't question the why,
Oh, I was a small lad back then. I know too much to put in that table now :p

I really don't mind putting the information, but I would prefer some more opinions before I do any changes. I can either
A) Leave it as it is: there are too many factors, but that raw statistic is alright?
B) Only change the two-lane roads: the statistic is a bit more accurate, but it's not useful to compare to one-lane buildings
C) Change both the two-lane and one-lane: still only a bit more accurate, but I have a raw comparison between both types of buildings
D) Remove that column (excluding decorations): doesn't help now, won't help later
 

Eric LC

I was trying to say that we have never added into the calculations the .5 value for 1-lane roads so there would be no need to start adding in that value now for calculations of buildings using 1-lane connections or accounting for 1.5 roads in buildings connected to 2-lane roads. The standard practice was just to calculate for 1-lane of road in buildings using 2-lane roads so we were dropping or not counting the .5 value in either 1-lane or 2-lane roads. However, I am curious now as to if accounting for that 1/2 road in all buildings would change the relationship between buildings such that Building A that was better than Building B would reversed. I'll get that data in a week or two and send or post the data of what changes if anything.

As far as population is concerned I would think that the posting of the population requirement is enough for players. I don't think there is a need to factor it into the calculations for production per field as the base cost is all that matters regarding if a player can place a building or not.
 

DeletedUser2752

I was trying to say that we have never added into the calculations the .5 value for 1-lane roads so there would be no need to start adding in that value now for calculations of buildings using 1-lane connections or accounting for 1.5 roads in buildings connected to 2-lane roads. The standard practice was just to calculate for 1-lane of road in buildings using 2-lane roads so we were dropping or not counting the .5 value in either 1-lane or 2-lane roads.
What do you mean by 1.5 for two-lanes? You were right before: add 1 to the higher dimension to get the space it takes up (so a 5x3 would be a 6x3). With normal one-lanes, you are also suppose to add 0.5 to the higher dimension (so a 5x3 would actually be a 5.5x3).
However, I am curious now as to if accounting for that 1/2 road in all buildings would change the relationship between buildings such that Building A that was better than Building B would reversed. I'll get that data in a week or two and send or post the data of what changes if anything.
It definitely makes a significant difference when comparing small buildings to large ones (i.e. a pod home to a waterfront villa).

As far as population is concerned I would think that the posting of the population requirement is enough for players. I don't think there is a need to factor it into the calculations for production per field as the base cost is all that matters regarding if a player can place a building or not.
But it isn't a base cost (now I'm thinking if I should separate that again on production buildings :p). You want to make the most use of all the population you build to prevent excess space. This makes population almost like another column for space. For comparison let's use the Drone Factory and Private Security Company:

EDIT: Values have been changed after this post; the buildings are more balanced now to an extent :)
First Step - Lightly taking what's on the guide:
"Efficiency" - 10.95% stronger than the Drone Factory
In other words, if I just compare the two values, I would chose to build the Private Security company because it looks like it produces the higher supply/space.

Drone Factory Total Space - 18
PSC (Private Security Company) Total Space - 12

Second Step - Adding space from two-lane roads:
"Efficiency" - 29.44% stronger than the Drone Factory
Now I use your only your calculations which would raise the space the Drone Factory takes from a 6x3 to a 7x3 which makes it use 115.2 supply/space. This further makes the Drone Factory look weaker.

Drone Factory Total Space - 21
PSC Total Space - 12

Third Step - Factoring in both types of roads:
"Efficiency" - 15.06% stronger than the Drone Factory
Now I change the space the PSC takes from a 4x3 to a 4.5x3 which makes it use 132.6 supply/space.

Drone Factory Total Space - 21
PSC Total Space - 13.5

Fourth Step - Including (Breaking) Happiness
"Efficiency" - 6.956% stronger than the Drone Factory
This is the part where everyone's stats will change. You need to have the average happiness/space for city; in my EN city's case, it's about 210 happiness/space (having Concept Vehicle Fair polished most of the time + my GBs). This number can increase if you have less GBs that give a happiness bonus or lots of premium cultures, and decrease if you have too many decorations or lots of GBs (with a happy bonus under 210 happiness/space), so in this case I will lower it to 200 just for simplicity sake.
You'd think I'd just say that the drone factory takes only one more space because it subtracts 200, but you also need to factor in the happiness from roads that are used to construct the building. In this case, we used 3 pieces of the 2-lane road to connect it, so I have to add (since I have Boulevards, I use 20 happiness for a 2x2 or 5 happiness per space there) 3*5= 15 happiness to the system which means I really only needed 185 happiness or an extra .925 spaces for the drone factory. Though the drone factory didn't make a significant difference in supply/space for that, the extra 1.663 spaces for the PSC does. (Note that I used 1.5 roads to connect the PSC and it uses a one-lane road in which I use walkways (45 happiness/space).

Drone Factory Total Space - 21.93
PSC Total Space - 15.16

Fifth Step - Population Space
"Efficiency" - Now the Drone Factory is the stronger one by a whopping 21.75%
This is the last step I'll be doing. There are also some additional steps for aiding/GB boosts, quest looping, and factoring in the coins from adding the population, but I'm going to finish with this one because the numbers for the other three steps can change drastically and some parts of two of those steps will not be applicable to others.
First part of the population space is finding the building we're taking population from. I'm going to use a Condominium, but this will likely change if the 1-day houses for the TE is improved enough. A Condominium's population/space is (2800/5x4)=140 population/space. Before we forget, I'm also going to add an additional 1 happiness/space to that system since the Condominium uses roads ;) (though that will barely make a difference :p) Now factoring in that space, we have (250/140=) an extra 1.786 spaces for population.
We are not done yet though. Now we need to factor in the happiness needed to keep the population delighted (we're still using 200 happiness/space). Since we've used 250 population, we need (1.4*250=) 350 additional happiness. Now we subtract 1.786 happiness from it because remember the Condominium system gives 1 happiness/space, and dividing your final answer by 200 gives us an additional 1.741 spaces.
Using the same calculation steps (or multiplying by a factor of 550/250 (populations for both buildings)), the PSC takes an additional 3.929 for just the population and additional 3.830 spaces for happiness to keep the population delighted.

Drone Factory Total Space - 25.45
PSC Total Space - 22.92

Now do you see why I don't like that column? The average player should mainly build a Drone Factory over the Private Security Company if they are primarily looking for supplies!
 
Last edited by a moderator:

DeletedUser2752

To be a bit more specific: all were Tomorrow Era changes.
what is new, by military units?
There was quite a few changes; the most notable would be the house and rubble terrain bonuses for the anti-material sniper and Ultra AP, the nerf for the range of the Ultra AP, and the +30 Attack & Defense Terrain bonus for the Mobile Microwave Gun. The previous values are still here:
http://forum.beta.forgeofempires.com/showthread.php?4416-Tomorrow-Era&p=22374#post22374
 

DeletedUser1264

Thanks for these brilliant charts, byeordie.
What's the significance of the changing appearance of (fully-constructed) pod houses, please and thank you? For a while some of mine appeared to be shorter than others and seemed to be facing a different direction; now they all look the same, unfortunately. What changes them?
 

DeletedUser2752

Never knew there was another image :p I have no clue as to what changes the appearance unfortunately though if I had to guess, it is just random (like the Victory Tower's three images).
 

DeletedUser1264

The victory towers stay the same, though, and my pod houses changed. At first some were two-storey, now they're all three-storey. I preferred it when there was a little variety. Can you forward the question to the developers?
 

DeletedUser2752

They don't stay the same, after just a simple refresh my Victory Towers change:


Similarly, when I look at another player's pod home, go back to my city, then revisit them, the images already change:
 

DeletedUser1264

Ah so - thanks for the research! Are you seeing these changes with animations on or off?
I never paid that much attention to my victory towers,
and I'm glad I can hope my pod houses will exhibit a bit of variety again someday.
 

DeletedUser2752

My animations are always off :)
You've only seen two different pod homes, right? I updated the table guide to include both images as well.