Forge of Empires: Ages and Map

Ages

One of the most exciting parts of “Forge of Empires” is the ability to progress sequentially through different historical times. Below is a list of the different ages, the number of unlockable technologies, the largest-capacity housing, as well as the technology that I find the most intriguing.

Age/Era Number of Technologies Largest Housing Intriguing Technology
Stone Age 1
Bronze Age 22 Chalet (32) Siege Weapons
Iron Age 19 Cottage (73) Chain of Command
Early Middle Ages 21 Clapboard Houses (111) Monarchy
High Middle Ages 20 Town Houses (156) Heavy Siege Engines
Late Middle Ages 21 Apartment Houses (205) Gunpowder
Colonial Age 20 Gambrel Roof Houses (259) Colonies
Industrial Age 19 Victorian Houses (474) Law and Order
Progressive Era 22 High-Rises (1087) Mass Mobilization
Modern Era 18 Suburban Houses (1330) Autobahns
Postmodern Era 21 Prefabricated High Rise (2120) Children’s Rights
Contemporary Era 18 Condominiums (2800) Aerial Fire Support

**Note This is where we currently live. Everything from this point is a bit of futuristic conjecture mingled with some poetic license.**

Tomorrow 18 Capsule Hotel (2400) Surveillance
The Future 20 Arcologies (8000) Anti-Gravitation
Arctic Future 31 Mobile Houses (3900) Regenerative Methods
Oceanic Future 56 Personal Paradise (6500) Engineered Nuclei, Ocean Colonization
Virtual Future 27 Generational Home (5880) Codex of Honor 2.0
Space Age Mars 1 Spacefaring

Continent Map

Just like any realistic empire, defeating neighboring regions are a key part of “Forge of Empires”.

The first step in conquering areas in the continent map is scouting. The number of coins and the amount of time it takes to scout a region increases as the player progresses through the areas. Not only that, but the regions that the player can scout are highly restricted to a singular pattern: clouds cover the majority of the provinces on the continent map, and any region that is not available to be scouted cannot be clicked or tapped. This would be a wonderful place for a historically-accurate storyline, but that is something that the game designers simply did not take advantage of. The rigidity of the conquest sequence alludes to a secondary meaning, but I have yet to find one.

50 diamonds to save 20 minutes?? Are people really THAT impatient??

Once scouted, players have two options when it comes to facing other empires: trade or fight. Each ruler controls 3 or more regions in a specific province; thankfully, even under the same ruler, a trade/war choice with one area does not dictate the options with the other regions. This can really come in handy when one region is protected by a particularly-strong army: if the player can afford the trade, it works as a more pleasant and efficient way to claim the region. As I talked about in the “battling” blog, players have the opportunity to “infiltrate” the enemy: though it costs coins, infiltrating the other army removes one health notch from their total health bar. I have not decided if this makes a large difference in the overall outcome of the battle; the cost of infiltration increases as the armies become more advanced, so it is a lot to exchange for not much benefit.

I really ought to upgrade my army. These guys have helmets, swords, and bows. Mine are still fighting with sticks and stone tips.
This screenshot is from a previous area that I conquered…when the cost to infiltrate was only 100 coins… 😦

Each region also yields its own mini-reward, be it coins or supplies. This is especially helpful if the player is missing a small bit of either to complete a research or construct a building. Once all regions controlled by a single ruled have been claimed by the player, either by trade or by war, the player receives a secondary, long-lasting boost towards a certain good production. As discussed briefly in the “currencies” blog, these boosts increase the production of wine, dye, marble, stone, etc.; for example, the production of wine goes from 1 every 4 hours to 5 every four hours after conquering the Hymir region. If you are lucky enough, regions will yield expansions once in a blue moon. 

“Ruug”? Really? You can make a highly-complex video game, but can’t come up with anything more creative than “rug” with an extra “u”?
I wish Hymir increased my production of lumber, or marble, or even stone. I have yet to find anyone who gives two stones about my increased wine supply. Sigh.
I was so excited when I figured out that I got a “free” expansion when I conquered this area.
Also, the “Dranghyr” surely “Fel”. (Sorry, I couldn’t resist! It sounds too much like “the Dragon surely Fell”!)

Once the player conquests an entire province controlled by a single ruler, the player can scout the next region. Now, the process restarts!

Progress Report

Everything is looking a bit less “sticks and stones”! I traded out a few of my older production buildings, specifically my potteries, for two goat farms. Goat farms are from the Iron Age and produce a substantially greater number of supplies in the same amount of time. My supplies are low overall right now, but that is because I am currently converting all of my housing from the Bronze Age into new Iron Age residences. The chalets (Bronze Age) can only hold 32 people; the cottages (Iron Age), on the other hand, can hold 73 in the same 2×2 area! I have four cottages in the lower left of my town, and six in the upper right. I also built a few roof tile houses (Iron Age), which are the 5 residences in the lower left that have the coins on top. These hold fewer people than the cottages, but I needed more population before I had fully researched the cottages. C’est la vie.

With that, though, you will see that I have all but fixed my population need! I now have 466 idle people, waiting for me to expand and build new structures. That comes at a great price, however: in total, I have a population of 1308, which means a lot of demanded happiness! Hence, I built a new triumphant arch (+380 happiness), another city tavern (+280 happiness) (do not confuse this with the tavern that produces tavern silver, however), and multiple new statues and monuments (+21 and +26 happiness, respectively).

I’m incredibly curious what this “event” is that has been lurking on my account for a few days. Today there is apparently a glitch or something with the graphic because it’s weirdly hanging out in the top left. Stay tuned.

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