Q&A: The Hall of Fame

Question


Regarding GE and HOF, How many HOF would it take to equal a completed GE4 after having completed GE3 and just 1 encounter of GE4? GE4 is very stiff on negotiations and fighting.

-Queenskeep

ANSWER


This is a great question! Unfortunately the answer to this question is not incredibly straight forward. Lets start with a TLDR summary, and then dive into the specifics.

TLDR
Completing Guild Expedition (GE) Level 4 does not in and of itself generate crowns for the guild. What it does is generate Expedition Points (EP) towards filling up the GE Meter which, every time it is filled, provides crowns to the guild, and contributes to our GE Championship completion percent, which if we take 1st, 2nd or 3rd place applies a multiplier to the GE Meter rewarded crowns.

With our current guild roster, an IA player is likely not going to contribute a large enough amount of EP by finishing GE Level 4 to make a meaningful difference to our GE Meter. So on weeks where we have a lock on 1st place, it is pretty safe for an IA player to skip GE Level 4, with or without an HoF.

However, on weeks where competition is tight for 1st Place, completing GE Level 4 is important for everyone to try and achieve. We make, on average, about 1,000 crowns more for taking 1st vs. taking 2nd.

It would take 12 IA HoFs, collected daily, to recoup the crowns lost for taking a 2nd place victory. But that would really only be a fair comparison if we lost simply because a single IA player didn’t complete GE Level 4.

That said, for an individual IA player with our current guild roster, a HoF is most likely the biggest single contribution to our guild crown production in the long term.

Ultimately, an HoF is valuable for the guild no matter the age, but their value goes up greatly with age.

DETAILED ANALYSIS
To start with we need to consider the following things:

  1. The person asking the question is currently in the Iron Age
  2. The guild is currently composed of the following 41 players:
    • 5 Iron Age (IA) Players
    • 4 Early Middle Age (EMA) Players
    • 5 High Middle Age (HMA) Players
    • 4 Late Middle Age (LMA) Players
    • 7 Colonial Age (CA) Players
    • 9 Industrial Age (InA) Players
    • 2 Progressive Era (PE) Players
    • 3 Modern Era (ME) Players
    • 2 Postmodern Era (PME) Players
  3. The amount of Guild Expedition points (EP) a player earns is based primarily on their ages (see the end of FoE Basics: Guild Expedition for an approximate comparison between the ages)
  4. The rough breakdown of the EP a player can earn per GE Level is (see FoE Advanced: GE Fighting Analysis and FoE Advanced: GE Negotiation Analysis):
    • GE Level 1: ~6.5% of their total potential EP
    • GE Level 2: ~12.5% of their total potential EP
    • GE Level 3: ~28% of their total potential EP
    • GE Level 4: ~53% of their total potential EP
  5. The amount of crowns the guild earns through the Guild Expedition (GE) is determined by two things:
    1. The number of times the GE Meter is filled (See FoE Advanced: GE Meter for further details)
      • The amount of crowns rewarded every time the GE Meter is filled is determined at the start of GE and has some relationship to the ages of the players. (Still trying to sort this relationship out) The crown reward is the same for all GE Meter levels.
      • The EP required to fill each level of the GE Meter is determined at the start of GE by adding all the total possible EP each player can earn and then distributing it across 25 levels. The required EP to fill the meter starts small and then increases rapidly. Level 18 roughly corresponds to everyone completing GE Level 3, and Level 25 corresponds to everyone completing GE Level 4.
    2. The rank the guild achieves in the GE Championship
      • The rank the guild achieves is determined by dividing the total number of encounters completed by all guild members by 48 x the number of guild members eligible for GE participation. Every encounter is weighted the same regardless of age or what encounter it is.
      • 1st Place rewards +25% of the total crowns earned by filling the GE Meter
      • 2nd Place rewards +15% of the total crowns earned by filling the GE Meter
      • 3rd Place rewards +10% of the total crowns earned by filling the GE Meter
  6. Hall of Fames (HoFs) produce a set amount of crowns per 24 hour collection determined by the age of the HoF. A motivated HoF produces double the amount of crowns (FoE Wiki).

Given the above, in the current guild makeup, each player and age group contributes the following percentages to the overall EP the guild can earn:

GE LEVEL 4
So a single IA player is only capable of contributing 0.5% of our guild’s current total amount of EP if they completed GE Level 4. As GE Level 4 accounts for about 50% of a players total potential EP, only completing GE Level 3 would mean that we would miss out on only 0.25% of our total EP.

We typically reach GE Meter level 19 in the guild. With our current week’s GE we get +498 crowns every time we fill up the meter. So our typical baseline crown earnings are around 9,500 crowns[498 * 19].

While an IA player not completing GE Level 4 will not directly reduce the baseline crowns we earn by 0.25%, we can approximate the impact as 0.25% of the 9,500 baseline crowns, or 24 crowns. Just to reinforce the way this works, we wouldn’t actually lose those 24 crowns as the GE Meter is an all or nothing reward. So either we end up in a situation where that small amount of EP would finish filling up a GE Meter level and we would get an additional +498 crowns, or there would be no impact if that amount would not finish a GE Meter level.

HOWEVER, the additional 16 encounters contributed by completing GE Level 4 would contribute 0.6% to our overall GE Championship completion percent (again, that percentage only holds true when we have 41 players, it will go up if we have fewer players and down if we more). That is the same for every player, regardless of age.

So in a week when we have a clear victory for 1st place in the GE Championship, an IA player completing GE Level 4 will have a very small impact on our overall crown production. In a week where competition is tight, that 0.6% could mean the difference between a 1st Place victory and a 2nd Place victory. If we take 2nd place we would miss out on 10% of our potential crowns, or, using the example numbers above, we’d lose 950 crowns!

HALL OF FAME
An IA HoF earns +6 crowns per day unmotivated, and +12 crowns per day when motivated. That equates to +84 crowns per week. As shown above, GE Level 4 participation by an IA player is unlikely to impact the baseline crowns we earn in GE, and therefore the +84 crowns per week is actually a huge benefit as it is direct crown generation!

Again, if we are in a tight race for the GE Championship, completing GE Level 4 has a significant chance of allowing us to hold on to 1st place and typically earning ~1,000 extra crowns when compared to 2nd place.

It would take approximately 12 Iron Age HoFs to recoup the costs of taking 2nd place.

Also, we unfortunately just lost a PME player with 10 HoFs. Their HoFs each produced +110 crowns per day unmotivated, and +220 crowns per day when motivated. They made 2,200 crowns per day. That equates to 15,400 crowns per week. That meant that their HoFs were bringing in more crowns for the guild than we earned in GE! That said, I imagine we’d have GE crown earnings much higher than that if we were all in PME, as that would increase the amount of crowns we’d earn each time we filled up the GE Meter.

FoE Advanced: Guild Expedition Negotiation Analysis

PURPOSE


This post summarizes the results of data tracking for the amount of Expedition Points (EP) gained through negotiating Guild Expedition (GE) encounters.

Conclusions


SUCCESSFUL NEGOTIATIONS
The amount of EP gained through successfully negotiation a GE encounter is based exclusively on the following:

  • The baseline fighting points for each encounter. These values are determined by the player’s age, the number of units that are defeated, and what GE segment the encounter is in. See FoE Advanced: GE Fighting Analysis for more details.

  • The number of negotiation offers made (note: not negotiation rounds). The EP rewarded is determined by the baseline fighting EP for the encounter times a multiplier, m. The multiplier is as follows:

    • m = 100% + 1.67% x (n– 10); where n = the number of offers made

NOTE: There also appears to be a slight correction factor applied to the baseline fighting EP values of 100.021%. However, since this is such a small value, and the results without it are only off by a few EP, this correction factor can reasonably be ignored.

Example 1:

If you completed a negotiation with a perfect selection of only 5 offers (i.e. you got all 5 right in the first negotiation round) you would make:

m= 100% + 1.67% x (5-10) = 100% + 1.67% x -5 = 100% – 8.35%

m = 91.65%

Therefore you would only make approximately 92% of the EP value obtained from fighting.

Example 2:

If you completed a negotiation with 13 total offers you would make:

m= 100% + 1.67% x (13-10) = 100% + 1.67% x 3 = 100% + 5.01%

m = 105.01%

Therefore, you would make approximately 105% of the EP value obtained from fighting.

As the values for a winning a GE encounter negotiation depend on the number of offers made, there is some variability in the overall point totals possible to achieve for negotiation. However, the approximate breakdown for the Progressive Era is:

Level 1: ~6.5% of total
Level 2: ~12.5% of total
Level 3: ~28.0% of total
Level 4: ~53.0% of total

The following has been confirmed NOT to impact the number of EP earned for successful negotiations:

  • The total number of goods, previous or current era, spent

  • The total number of coins, production, or medals spent

  • The number of negotiation rounds it takes to succeed

  • The number of failed (red) negotiation offers

  • The number of mismatched (yellow) negotiation offers

FAILED NEGOTIATIONS
The value of the points earned for a failed negotiation is confirmed not to be scaled to the current GE segment, and appears primarily effected by the number of correct (green) offers made before the negotiation was abandoned. These point values are trivial (~50 EP for 4 correct offers in the Progressive Era), and are therefore not useful for generating a meaningful increasing in the overall score a player can make.

Methodology


The following were tested and tracked in an Excel file (attached at the end of this post):

  • The number of EP awarded per negotiations (successful and failed)

  • The number of goods/coins/production/medals required for each offer

  • The breakdown of correct (green), mismatched (yellow), and incorrect (red) offers made each negotiation round

  • The total number of negotiation rounds

  • The total number of goods/coins/production/medals spent per negotiation

The above data was collected by taking iOS screenshots, and then manually entering data into the Excel file.

The ratio between the recorded EP earned by negotiation and the recorded EP earned by fighting was then calculated for each encounter. To better control potential differences in these values due to rounding, separate ratios were also calculated for the smallest values that would round up to the reported values (i.e. -0.5 EP), and the largest values that would round down to the reported values (i.e. +0.4 EP).

The variability in point values were then compared to the various metrics recorded. This included the number of negotiation rounds, the number of negotiation offers, the number of incorrect (red) offers, the number of mismatched (yellow) offers, the total resources spent, and the cost of each negotiation offer.

Once the element that could be correlated with the variability could be determined, the minimum and maximum possible multipliers were calculated using the minimum and maximum ratios calculated using the various worst-case unrounded values described above. The overall minimum and maximum multipliers were then determined by the limiting case multipliers which would cover all ratios of a given type.

The multiplier was then determined experimentally by comparing the recorded negotiation EP values to the rounded values calculated by applying the multiplier to the worst-case lowest unrounded, the reported, and the worst-case highest unrounded fighting EP values . The multiplier was considered “close enough” when the values calculated through this process had at least one of the three calculated results match the recorded negotiation EP values.

Results


Once the data was compiled, it became fairly clear that the number of negotiation offers made was the principle factor accounting for the variability of the EP reward in comparison to the baseline fighting EP. The following graph demonstrates the direct correlation between the EP (as a percentage of the baseline fighting EP) and the number of negotiation offers made.

The minimum multiplier was determined to be 1.66854% per offer above or below 10, and the maximum multiplier was determined to be 1.67113%. In the process of looking at the multipliers, it was revealed that the baseline fighting EP values were between 0.01% and 0.043% higher at the for the baseline negotiation value at 10 offers. Therefore, a correction factor was applied to the baseline fighting EP values.

Ultimately, a multiplier of 1.67% and a correction factor of 100.021% were determined which resulted in every encounter having at least one correct rounded EP result per encounter, and a total of 137 out of the 234 calculated rounded results, or 59%, being correct.

Additionally, it took 733 previous era goods, 878 current era goods, 41,192 gold, 34,264 production, and 650 medals to negotiate all 64 Progressive Era encounters. These numbers are only intended to be illustrative of the scale of goods required to negotiate GE. Luck and negotiation skill will cause these numbers to vary. See the below graph for the cumulative costs vs GE encounter:

The following Excel file contains all of the analysis and plots for perusal (yellow highlighted cells are missing or uncertain data):

The following charts visually represent some other relationships, or lack-thereof, between the EPs earned and the corresponding data (these are from the above Excel file):

FoE Advanced: Guild Expedition Meter

Purpose


This post is intended to determine the Expedition Points (EP) required for each level of the Guild Expedition (GE) Meter, and the number of crowns obtained every time the GE Meter reaches a new level.

The GE Meter (Shown at the bottom). Showing Earned Expedition Points, Required Expedition Points, Crowns per GE Meter Level, Total Collected Crowns, and next GE Meter Level.

CONCLUSIONS


EP PER GE METER LEVEL

  • The points required for each level of the GE Meter are scaled based on the total potential points the guild can earn as a whole. The rough breakdown is that Level 18 approximately corresponds to every member only completing GE Level 3, and Level 25 corresponds to every member completing GE Level 4. A detailed breakdown is presented in the following table and plot:
  • Given the points breakdown based on player age, the following is an example impact that each player has on the GE Meter Level, compared to the equal contribution each player makes to completing the GE Championship (See FoE Basics: Guild Expedition):

In the above example, each player contributes an equal 2.8% to the Guild Championship, but the single PME player is responsible for 7.6% of the overall EP the guild can earn. Given the graph above, that represents more than an entire GE Meter Level. If all players but the PME player participated in GE, the championship could be won, but the guild would miss out on an entire GE Meter Level crown reward. This would result in the loss of hundreds of potential crowns for the guild above due to the inactivity of a single player.

CROWNS PER GE METER LEVEL

  • The amount of crowns earned per GE Meter Level is the same for each level and is based on the ages of the guild members capable of participating in GE at the start. The following table summarizes the numbers which best fit the recorded data, but use of rounded numbers yields sufficiently close results for most purposes:
  • An 80 player guild of exclusively IA players could theoretically earn a baseline of ~86 crowns per GE Meter Level [1.08 crowns / IA Player * 80 IA Players], and have a total possible baseline earning of ~2,150 crowns for completing all 25 GE Meter Levels [86 crowns / GE Meter Level * 25 GE Meter Levels]. (Note: it is quite likely that the IA crowns per meter per player is a flat 1)
  • An 80 player guild of exclusively CE players could theoretically earn a baseline of ~4,250 crowns per GE Meter Level [53.12 crowns / CE Player * 80 CE Players], and have a total possible baseline earning of ~106,250 crowns for completing all 25 GE Meter Levels [4,250 crowns / GE Meter Level * 25 GE Meter Levels]. This represents approximately 5,000% more baseline crowns than an all IA guild.

Inputs


  • The total points a guild member can earn is based on their age. The rough breakdown is that GE Level 1 accounts for 6%, GE Level 2 accounts for 13%, GE Level 3 accounts for 28%, and GE Level 4 accounts for 53% of a guild member’s total possible points.
  • The required expedition points per GE Meter Level, the crowns per GE Meter Level, and the age breakdown of the guild was tracked over the course of multiple weeks. See the Excel file at the end of this post for the collected data.
  • The baseline guild expedition values for 64 encounters are from an ongoing tracking sheet and documented values from FoE Advanced: Guild Expedition Fighting Analysis.

METHODOLOGY


Over the course of a few weeks, the required expedition points for various GE Meter Levels, the crowns per GE Meter Level, and the number of players per age in the guild participating in GE were recorded.

EP per ge meter level

  1. These values were entered into Excel and the ratio between the points required for GE Meter Level 1 and the various GE Meter Level datapoints were determined. The lowest value of these ratios was used for each GE Meter Level.
  2. These ratios were then input into an Excel graph and a best fit line was plotted using a polynomial formula. The degree of the polynomial formula was increased until the R2 value was sufficiently close to 1.0.
  3. The polynomial formula was then used to calculate the expedition points required for each GE Meter Level, and the error ratio was determined for those levels that had been recorded.
  4. If the expedition points required for the first GE Meter Level had not successfully been recorded, the value was calculated using the required expedition points for subsequent GE Meter Levels and the ratio calculated by the best-fit line formula.
  5. Using the guild age breakdown, and approximate baseline total possible points per player age, the total possible points the guild could earn was calculated for each week. These values are then compared against the cumulative point totals for each GE Meter Level. The cumulative values were then used determine the ratio of the guild’s total possible points at each GE Meter Level.

Crowns Per GE METER LEVEL

  1. The total number of crowns the guild could earn if they completed 25 GE Meter Levels was calculated by multiplying the crowns per GE Meter Level by 25. This step was taken as I suspected there was some rounding happening in the reported values.
  2. The use of matrix equations are used to calculate the solutions to the equation |A| * |X| = |B|, where |A| is a 10×10 matrix containing the number of players per age for 10 selected weeks, |B| is a 1×10 matrix containing the cumulative number of crowns the guild could earn each week if 25 GE Meter Levels were completed, and |X| is the 1×10 matrix containing the Crowns per each player per age.
  3. The inverse matrix |A-1| was calculated using the MINVERSE Excel function.
  4. The solution matrix |X| was calculated by |A-1| x |B| using the MMULT Excel function.
  5. The values reported in |X| were then divided by 25 to return the crowns per GE Meter Level per player per age.
  6. A final check was conducted using the values determined in step 5 to recalculated the crowns per GE Meter Level and compared against the recorded values.

RESULTS


EP PER GE METER LEVEL

  • The highest GE Meter Level recorded was Level 22 during the week of 7/9/2019.
  • The best-fit line used was a 6th order polynomial with the following (super gross) equation:

y = 0.0000001131x6 – 0.0000088446x5 + 0.0001699651x4 – 0.0008507945x3 + 0.0217166013x2 + 0.1516555588x + 0.8279751096

  • Using the above formula, the worst error exists for GE Meter Level 2, which is off by -0.10%. However, all other calculated values are between -0.03% and 0.05% of the recorded values. The largest actual EP error was -29 EP for GE Meter Level 2 for the weeks of 9/17/2019 and 9/24/2019.
  • The ratios between cumulative expedition points based per GE Meter Level and the total maximum possible expedition points for the guild are remarkably stable. This indicates a high degree of accuracy in the results of this analysis.

For a detailed breakdown of all calculations and recorded numbers, see the tables below, and the Excel file at the end of this post.

CROWNS PER GE METER LEVEL

  • A total of 22 weeks worth of data were recorded for this analysis.
  • Using the results of the solved matrix equations as described in the methodology, and re-calculating the crowns per GE Meter Level results in remarkably accurate results. At the worst, the calculated values are off by 1 crown per GE Meter Level compared to the recorded values, and only for 3 of the 22 weeks.
  • At this time, no conclusive pattern can be discerned for how the amount of crowns per age increases.

For a detailed breakdown of all calculations and recorded numbers, see the tables below, and the Excel file at the end of this post.

File Attachment


FoE Advanced: Guild Expedition Fighting Analysis

PURPOSE


This post summarizes the results of data tracking for the amount of Expedition Points (EP) gained through fighting Guild Expedition (GE) encounters.

Summary


SUCCESSFUL BATTLES
The amount of EP gained through successfully fighting a GE encounter is based exclusively on the following:

  • The player’s Age

  • The current GE segment (see GE: Basics)

  • The number of enemy units (See Contemporary Era/Tomorrow Era discussion at the end of this section for unique circumstances)

The following has been confirmed NOT to impact the number of EP earned:

  • The amount of damage the player receives

  • The number of units the player loses

  • The attack and defense bonuses of the enemy

  • The amount of Combat Points earned for the battle

  • The age of the the player or the enemy’s units, nor the specific units

As the values for a winning a GE encounter battle are fixed, there is no variability in the amount of points available when successfully fighting (excepting lost battles). In the Progressive Era (PE), the successful fighting point totals are:

Level 1: 10,853 EP (6.5% of total)
Level 2: 21,049 EP (12.5% of total)
Level 3: 47,207 EP (28.0% of total)
Level 4: 89,252 EP (53.0% of total)
TOTAL: 168,361 EP

The following table summarizes the point values for PE battles from the collected data. Note that the Point/Enemy Unit value does not appear to increase at a constant or predictable rate, and some error is introduced due to the only data being reported to the player being rounded. While the values below show the Point/Enemy Unit for PE, the included Excel file provides these values for the Iron Age, Modern Era, Post Modern Era, and Contemporary Era. The “Point Increase over Previous Segment” is constant across eras, but the initial Point/Enemy Unit value for Segment 1 increases based on the age of the player at the start of GE.

Progressive Era Fighting EP Summary
GE Level Segment Approx. Points / Enemy Unit Point Increase over Previous Segment
1 1 83.55
2 87.75 105%
3 91.89 105%
4 100.25 109%
2 5 108.61 108%
6 121.14 112%
7 133.60 110%
8 150.33 113%
3 9 167.00 111%
10 192.06 115%
11 217.13 113%
12 250.51 115%
4 13 283.93 113%
14 325.68 115%
15 367.43 113%
16 417.50 114%

CONTEMPORARY/TOMORROW ERA WEIRDNESS
The initial analysis was conducted in the Progressive Era. Additional data collection for the Iron Age, Modern Era, Post Modern Era, and the Contemporary Era has been conducted to verify the behavior is the same across ages. With the exception of the Contemporary Era (discussed below), the results of the Progressive Era analysis have been verified to hold true for other ages.

The Contemporary Era (CE) introduces the Missile Artillery Unit, which has a unique ability called “One Shot.” After attacking, this unit is removed from the map. If the battle is lost, the unit is destroyed, else the unit survives. As shown in the Excel file below, Missile Artillery units which are allowed to fire in the last wave of a battle are effectively removed from the EP point calculations. For example, if you win a one-wave battle with 8 enemy units, one of which is a Missile Artillery unit which is allowed to attack, you will only get EPs rewarded for 7 enemy units. However, if you are in a two wave battle, any Missile Artillery from the first wave are considered “destroyed” regardless of their status, while any Missile Artillery units that were allowed to attack in the second wave are removed from EPs calculations.

This was verified through the use of flying units such as Attack Helicopters and Combat Drones, which are not targetable by Missile Artillery. See the Excel file included below for the raw data collected demonstrating this relationship.

As the Missile Artillery unit is the only unit in the game with “One Shot,” this only impacts GE for the Contemporary and Tomorrow Eras.

FAILED BATTLES
The value of the points earned for a failed battle is confirmed not to be scaled to the current GE segment, and appears primarily effected by the amount of damage done to enemy units. Further testing is required to confirm these relationships.

Methodology


The following were tested and tracked in an Excel file (attached at the end of this post):

  • The number of EP awarded using different age troops for battles

  • The amount of damage done to the enemy

  • The amount of damage received

  • The number of units lost

  • The attack and defense bonus of the enemy troops

  • The ages of the enemy troops

  • The number of waves in the GE encounter

  • The number of Combat Points awarded

The above data was collected by taking iOS screenshots, and then manually entering data into the Excel file.

Once the data was compiled, it became fairly clear that the principle factors impacting the EPs earned were the segments and the number of units. Therefore, the approximate Points/Enemy Unit was calculated by determining the widest possible range the unrounded EP value could be. The minimum unrounded EP value was calculated by subtracting 0.5 from the EP and the maximum unrounded value was calculated by adding 0.4 to the EP. (i.e. if an encounter rewarded 969 EP, the minimum unrounded value is 968.5 and the maximum unrounded value is 969.4).

These minimum and maximum unrounded EP values were then divided by the number of enemy units to calculate the range of Points/Enemy Units values which, when rounded, would result in the EP values recorded. For each GE segment, the narrowest range which fit all of the data points was determined. Then an average value of this range was calculated.

A final check was done with this average Points/Enemy Unit to determine if the value, when applied to each segment, would result in the rounded EP values recorded. With the exception of segment 2, encounter 8, all of the final rounded values match perfectly.

Finally, in an attempt to determine the impacts of each segment, the average Points/Enemy Unit values for each segment were compared to the values from the previous segment.

Results


The following Excel file contains all of the analysis and plots for perusal (yellow highlighted cells are missing or uncertain data):

The following charts visually represent the relationship, or lack-thereof, between the EPs earned and the corresponding data (these are from the above Excel file):

FoE Basics: Collective Wisdom

This post captures advice provided by guild members on myriad topics.

Events


1. I’d recommend that everybody have at least a 4×4 space open in their City. This will allow them to place a “quest required” challenge to build a Residential, Supply, Goods or Military building of their Age. As they get past the Colonial Age they may need to increase it to a 5×5 space or larger.
-kbludman

Fighting


1. When you are doing battle look at enemy Rogues as a benefit to you! The more Rogues they use the better your chances of winning the battle. The strategy is that if you take out all enemy units before the Rogues then the Rogues have nothing to “morph” into so all you have to do when the enemy units are gone is hit a Rogue with any unit and they disappear.
-kbludman

2. When possible when fighting using rogues, bring along other units that retaliate. That way when your rogue gets hit, you take 0 damage, but deal a free attack!
-Conquest Steve

3. During Daily quest battles (i.e. “Defeat this medium sized army”) and the Guild Expedition, the computer will preferentially attack any “un-morphed” rogues. Have your rogues advance first so that you can get as many 0 damage hits as possible.
-Conquest Steve

4. During continent map battles, the computer will target the nearby or damaged units. When a unit sustains significant damage, have it retreat!
-Conquest Steve

General


1. Reduce the number of “low producing” Culture features so that when someone “Aids” you it will be more likely to go to a building you would prefer Aid to be applied to instead of a Fence, Bush or unit of that nature.
-kbludman

2. Shorter Goods production times are more advantageous when you can collect them on time. Here is a breakdown if you collected as soon as a production finishes to show you:

Prod.
Time
Goods/
Prod.
Prods./
24 Hrs
Goods/
24 Hrs
Goods/
7 Days
4 Hrs5630210
8 Hrs10330210
1 Day20120140
2 Days300.515*105*

* These values include partial completion of a 2 Day production. The actual goods you would collect in 24 Hrs is 0, and in 7 Days is 90.

-goddess kathlena

FoE Advanced: Rapid Goods Transfer

It is possible to rapidly transfer goods between players through the use of unfair trade pairs. An unfair trade pair is defined as two (2) separate market offers of the following format:

TRADEYOUR OFFERNEEDED GOODRESULT
11 x Good A2 x Good B-1 Good A / +2 Good B
2 1 x Good B 2 x Good A +2 Good A / -1 Good B
TOTAL +1 Good A / +1 Good B

In this way, each trade pair results in doubling the amount of goods offered in the “Your Offer” column. This method quickly allows goods to transfer between players, even if the player being transferred to has few goods to start with.

An example of a trade pair. In the example above a total of +50 Rope and +50 Gunpowder will be provided.

Example


Let’s say the player being transferred to ONLY has 5 Wine and 5 Marble.

——Trade Pair Round 1——

TRADE YOUR OFFER NEEDED GOOD RESULT
1 5 x Wine 10 x Marble -5 Wine / +10 Marble
2 5 x Marble 10 x Wine +10 Wine / -5 Marble
TOTAL +5 Wine / +5 Marble
FINAL AVAILABLE GOODS 10 Wine / 10 Marble

——Trade Pair Round 2——

TRADE YOUR OFFER NEEDED GOOD RESULT
1 10 x Wine 20 x Marble -10 Wine / +20 Marble
2 10 x Marble 20 x Wine +20 Wine / -10 Marble
TOTAL +10 Wine / +10 Marble
FINAL AVAILABLE GOODS 20 Wine / 20 Marble

——-Trade Pair Round 3——

TRADE YOUR OFFER NEEDED GOOD RESULT
1 20 x Wine 40 x Marble -20 Wine / +40 Marble
2 20 x Marble 40 x Wine +40 Wine / -20 Marble
TOTAL +20 Wine / +20 Marble
FINAL AVAILABLE GOODS 40 Wine / 40 Marble

As each Trade Pair Round results in doubling both goods, in three (3) rounds the player receiving goods has 8 times the number of goods they started with.

FoE Basics: Unwritten Etiquette

There are numerous unwritten rules in Fore of Empires (FoE) that can land an unaware player in hot water. This post aims to establish a baseline set of rules, previously unwritten, to help new and old players alike!

General


  1. Don’t be a jerk!

Great Buildings (GBs)


  1. Don’t be a jerk!
  2. When in doubt, ask the GB owner if it is okay to contribute or lock a spot.
  3. If you are engaged in a private Forge Point (FP) swap, do not put your GB in guild swap threads (to be discussed later) until you have reached a mutually agreed upon contribution level.
  4. If you see a guild member’s GB that is not actively in swap threads, and has someone on it with significant contributions, make sure they are not in an active swap with that person before contributing.
  5. If you see a GB with no forge points on it, that is generally considered fair game, but your contributions are entirely at risk.
  6. Do not bump guild members out of position outside of swap threads (except see Item 7). If you could overtake a fellow guild member by adding JUST 1 more FP above the amount indicated in the swap thread, that would be very poor form.
  7. The “Close to Level” thread is a free-for-all. Your position there is not guaranteed until you lock your position.
  8. Don’t post your GB in the “Close to Level” thread if there are still so many FPs left that someone could unseat a fellow guild member who had already made a significant contribution.
  9. Don’t use swap threads to get your necessary 1.8/1.9 (to be described later) “self contributions.” This causes guild members to contribute significantly to your GB with little or no reward.
  10. Post GBs with open positions in the “Close to Level” thread so the guild can pick them up!

FoE Basics: Guild Expedition

Guild Expedition Overview


Guild Expeditions (GE) are broken up into four (4) levels. Each level is comprised of 16 encounters, which in turn are broken up into four (4) segments of four (4) encounters. The last encounter in each segment is of a higher difficulty. Individual awards are given to the player after each encounter, and the guild gains crowns through various mechanisms.

Level 4 of each GE is considerably more difficult than the previous levels.

Only guild members who have researched joined before the start of the GE can participate in that week’s GE.

The first GE Level is automatically unlocked at the beginning of each week, but Levels 2 through 4 require the guild to spend goods to unlock, determined by the age of each eligible guild member. See the FoE Wiki for a current breakdown of the costs. This is part of the reason Guilds stress the importance of Arcs and Observatories, collecting from them covers your cost to unlock GE expeditions (and GvG, do be discussed later).

There are two (2) aspects of scoring in GE, detailed below:

THE CHAMPIONSHIP


The GE Championship Screen. Note that over 100% completion is shown as “on fire!”

The only thing that matters is the total number of encounters completed by all eligible guild members. The number of encounters necessary to achieve 100% completion is determined by the completion of GE Level 3, or 48 encounters, by all guild members. The completion percentage can exceed 100% through the completion of GE Level 4.

Winning is based solely on the completion percentage, with the first place guild receiving 125% of the GE crowns collected (detailed below), 2nd place receiving 115% of the GE crowns collected, and 3rd place receiving 110% of the GE crowns collected. All other places simply receive the GE crowns they already collected.

GE Victory Screen, showing the base number of crowns collected over the course of the GE, and the bonus (in this case 115% for 2nd Place)

EXAMPLE:

If you had 10 eligible guild members, the total encounters needed to achieve 100% completion is 480 encounters. If 8 members completed 48 encounters, one (1) member completed 36 encounters, and one (1) member completed 64 encounters, the total would be:

(8*48) + (1*36) + (1*64) = 484 encounters

This results in a total completion percentage of (rounded):

100% * (484 / 480) = 100.1%

Expedition Points


The GE screen showing GE expedition points progress

In addition to the GE Championship, each guild member also adds points to a collective pool to unlock guild crowns. The progress to unlocking the next level of guild crowns, and the remaining points needed to unlock that level are indicated at the bottom of the GE screen in the GE Meter. Crowns are awarded to the guild as each new GE Meter Level is unlocked, and the total number of crowns obtained in GE is what is used to determine the size GE Championship bonus.

The number of points required to unlock the next GE Meter Level, and the amount of guild crowns rewarded are both determined at the beginning of each week’s GE based on the levels of the age of the guild members eligible to compete in GE. The points required to unlock the next GE Meter Level start low and increase over time. In general GE Meter Level 18 corresponds to the points earned if every guild member completes GE Level 3, and Level 25 (the maximum) represents the number of points earned if every guild member completes GE Level 4.

For more details, see the FoE Advanced: GE Meter analysis.

Clicking/tapping on the “Current Crown Reward Level” shows the total crowns already collected, and how much will be awarded at the next level.

The number of points each player gets per encounter is based on their age, the GE segment they are on, and whether they fought or negotiated (detailed below). Of these, the players age plays the largest component.

However, as the reward requirements scale to the total cumulative points the guild could possibly achieve, if all players complete GE, then the maximum reward will be still be awarded.

However, a player of a higher age will ultimately have more of an individual impact on the overall progress.

EXAMPLE

You have two (2) members one age apart. Let us assume that the higher aged member gets 150% of the lower aged member’s points.

The total points your guild could possibly get is then:

Lower Age Total + 1.5 * Lower Age Total = 2.5 * Lower Age Total

In this way, if the lower age player completes all of their encounters the most they can contribute to the overall point total is 40% [1/2.5], while the higher aged player would be capable of contributing 60% of the total.

FIGHTING: The number of expedition points received for fighting is determined only by the GE segment and the number of Enemy Units. As there are no performance based modifiers to the expedition points awarded, this is considered the “baseline” value. See Foe Advanced: GE Fighting Analysis for a complete analytical breakdown.

NEGOTIATING: The number of expedition points received for negotiating is determined by the number of “offers” you have made. 10 offers results in the baseline fighting value (or close enough). Every offer above 10 increases the expedition points by approximately +1.67%, and every offer below 10 decreases the expedition points by -1.67%. (i.e. If you make 12 offers to win a negotiation you would receive ~103.3% of the fighting expedition points value, and if you had a perfect negotiation and won with your first 5 offers you’d earn ~91.7% of the fighting expedition points value). See FoE Advanced: GE Netotiation Analysis for a complete analytical breakdown.

PLAYERS AGE: Below is a table summarizing the differences in total expedition points between the ages. Note that the baseline EP points for Ages written in red are calculated based on the final point totals of guild members who completed 64 encounters over the course of 27 weeks, which includes some variability due to point differences between fighting and negotiation, and failed guild expedition encounters. IA, PE, ME, PME, and CE values are all baselined to the fighting EP for 64 encounters from the collected data in Foe Advanced: GE Fighting Analysis. As more data is collected, these values will be refined. Regardless, they still provide a general magnitude of baseline point differences between the ages.

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