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Forge of Empires: Most Efficient Guide

Most Efficient way to upgrade your Tech Tree

(Research New Technologies)


Tip: When you need more space, spend some money into expanding your land and if you really need spend some time into researching an expansion.


Bronze Age
Required Forge Points: 104

Stilt Houses + Pottery (3/3)
Spears + The Wheel + Construction (4/4/5)
Chalets + Slingshots + Cultivation (5/5/6)
Horseback Riding + Thatched Houses (6/6)
Phalanx + Smithery + Teaching (8/8/7)
Paths + Siege Weapons + Brewing + Manuring (7/9/10/8)


Iron Age
Required Forge Points: 206

Roof Tile Houses + Architecture + Militia (13/12/14)
15 stone + 18 wine needed
Stock Breeding + Processions + Processing (12/13/11)
24 dye needed
Cottage + Archery (13/13)
36 marble needed
Butchery + Military Tactics + Fortification (16/22/13) 
33 stone + 4 ebony needed
Mathematics + Thermae + Chain of Command (20/17/17) 
21 marble + 11 cloth + 30 lumber +13 iron + 50 wine + 16 jewelry needed


Early Middle Ages
Required Forge Points: 345

Frame Houses + Tanning (12/18)
Mounted Archers + Economics (25/26)
28 ebony + 22 marble + 20 jewelry + 46 dye
Accommodation + Police + Mercenaries + Leather Working (25/26/26/29)
40 Limestone + 34 lumber + 42 iron + 35 wine + 49 cloth + 61 stone
Clapboard Houses + Heavy Cavalry + Armored Infantry (24/33/30)
35 ebony + 4 granite
Bridges + Executions (16/20)
30 limestone + 14 alabaster + 28 cloth + 20 honey
Physics (35)
40 iron + 23 copper


High Middle Ages
Required Forge Points: 693

Counterstrategy + Quality Products + Alchemy (40/30/37)
20 alabaster + 42 ebony + 20 copper + 10 jewelry + 30 honey + 30 cloth
Crossbows + Guild + Conservation + Brownstone Houses (45/33/20/30)
60 granite + 28 limestone
Monotheism + Trade Routes + Chemistry + Signposting (40/26/43/35)
41 gold + 47 iron
Chivalry +Clearing + Granary (40/30/40)
66 stone + 4 rope + 79 lumber + 11 salt
Heavy Armor + Water Wheels + Medicine (60/30/40)
90 dye + 34 dried herbs + 71 wine + 40 brick
Heavy Siege Engines + Hospitals (50/24)
94 marble + 50 glass


Late Middle Ages
Required Forge Points: 910

Crane + Biology (52/60)
Cartography + Estate Houses + Great Swords (30/60/58)
120 rope + 110 gold + 60 brick + 140 honey + 80 dried herbs + 150 copper
New Trade Routes + Water Reservoir + Longbows + Manufacturing (30/35/65/49)
100 salt + 140 granite + 80 glass + 200 alabaster
Intelligence + Cavalry Tactics + Letterpress (38/80/43)
Higher Education + Pike Square + Brewing Kettles (45/80/55)
50 gunpowder + 140 ebony + 40 silk + 150 limestone + 50 brass + 100 iron
Apartment Houses + Gunpowder (70/60)
70 talc powder + 140 jewelry + 80 basalt + 130 cloth


Colonial Age
Required Forge Points: 538

Muskets + Maritime Shipping (56/38)
70 gunpowder + 60 brass + 110 rope + 160 honey
Colonies (36)
100 salt + 130 glass

Arcade Houses + Plantation Goods + New Crops (54/35/73)
60 basalt + 100 brick + 110 dried herbs
Fashion + Plantations (59/53)
90 silk + 140 talc powder + 150 granite + 20 tar
Rapid Response + Country Houses (51/38)
40 coffee + 50 copper
Elite Forces (45)
60 silk + 110 gold


Most efficient buildings in each age


Pop = population
Sps = supplies per square
Mccpd = Maximum coins collection per day
Hps = Happiness per square
a/d = attack/defence

Tip: Use the heavy melee units as a shield and the short range units to eliminate your foes.
Tip: Balance your residential building with the production ones, and also try to reach 120% productivity.



Bronze Age

Residential Building – Hut (+14 pop, 1728 mccpd)
Production Building – Blacksmith (-12 pop, 8 sps)
Cultural Building – Tavern (31.11 hps)
Decoration – Obelisk/Tree because they are cheap (18 hps)
Roads - Use normal road
Army: 2 Spearfighter Barracks (light melee, 7a/7d)



Iron Age

Residential Building – Roof Tile House (+44pop, 1728 mccpd)
Production Building – Butcher (-66, 13.33 sps)
Cultural Building – Tavern (31.11 hps)
Decoration – Obelisk/Tree/Memorial (cheap,18 hps)
Replace some with monument if you need happiness (26 hps)
Roads – Gravel Road (10 happiness)
Army: Legionnaire Barracks (heavy melee, 8a/13d)
Archery Range (short range, 11a/4d)



Early Middle Ages

Residential Building – Roof Tile House (+44pop, 1728 mccpd)
Production Building – Shoemaker (-77, 23.33 sps)
Cultural Building – Marketplace (47.78 hps)
Decoration- Pond/Hedge with Flowers (31.50/29 hps
Roads – Gravel Road (10happiness)
Army: Armored Infantry Barracks (heavy melee, 12a/17d)
Archery Range (short range, 11a/4d)



High Middle Ages

Residential Building – Brownstone House (+94 pop, 2160 mccpd)
Production Building – Shoemaker (-77, 23.33 sps)
Cultural Building – Church (57.78 hps)
Decoration – Lantern (35 hps)
Roads – Rough Paved Road (20 happiness)
Army: Heavy Infantry Barracks (heavy melee, 15a/22d)
Crossbow Range (short range, 20a/10d)



Late Middle Ages

Residential Building – Estate House (+123 pop, 2880 mccpd)
Production Building – Brewery (-136 pop, 44.44 sps)
Cultural Building – Church (57.78 hps)
Decoration – Replace some with tower ruin (42.50 hps)
Roads – Rough Paved Road (20 happiness)
Army: Imperial Guard Barracks (heavy melee, 21a/30d)
Longbow Archer Range (short range, 24a/12d)


Colonial Age

Residential Building – Arcade House (+155 pop, 4320 mccpd)
Production Building – Sailmaker (-147 pop, 52.22 mccpd)
Cultural Building – Trading Company (75 hps)
Decoration – Flamingo Hedge (52 hps)
Roads – Paved Lane (25 happiness)
Army: Grenadier Barracks (heavy melee, 28a/40d)
Musketeer Range (short range, 30a/18d)

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