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Oceanic Future - Part 3

DeletedUser4727

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Dear Queens and Kings,

Despite all the technological advancements we've had so far, there's still a lot to learn about the deep sea. Now's the time to advance our knowledge. Science to the rescue!

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We would like to present to you the third part of the Oceanic Future!
The construction work is moving to another location and ...what's that? What are those strange orange glows from the deep? You will be able to find out on August, 2nd! :)

As you may have expected, your quest for orichalcum and the domination in the underwater world will continue. Your skilled crew will collect it for you! And speaking of crew: you will get a few more people to choose from :).


We hope you will enjoy it! Read on to learn more :).

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With this third part of the Oceanic Future we are giving you:
  • 25 main story line quests
  • 10 side quests
  • 1 new Oceanic Terminal level
  • 4 new crew members
  • 4 expansions (victory and premium expansion has been already available)
  • 9 new technologies to research
  • 1 new residential building
  • 1 new production building
  • 1 military building with a new unit
  • 1 new culture building
  • 1 new decoration
  • 2 new premium roads
  • 15 campaign map provinces containing 85 sectors.
  • 3 new player avatars
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As you already know, the underwater journey is no joke and it requires a skilled crew to be successful! Depending on your choices, the submarine health, orichalcum volume and journey time, will change.
With this new extension to the Oceanic Future, four potential crew members will join the pool:


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- The Electrical Division can cut travel time by hacking together questionable solutions. You can't argue with results.
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- Our reactors can be used to get some more orichalcum. We shouldn't do that, but... you know. Just talk to Reactor Control.
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- Auxiliary Officers will boosts the amount of orichalcum generated by other crew members.
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- Navigators... navigate. Thanks to their help, time-related skills of other crew members can be used better!


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Manta
Manta is a new light unit that comes with a new skill: Poison.
There is a 50% chance that the manta poisons a unit it attacks (also when converting a rogue). The poisoned unit will lose 1 HP each time after its round.
The poison effect does not wear off during battles and remains there until the end of the current battle wave or until the poisoned unit dies.
The poison skill works only during battles, there is no further effects on healing or subsequent battles of the poisoned unit.
On top of the Poison skill, manta will also make use of Contact!


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Let us know what you think about this third part of our oceanic journey. We're looking forward to your feedback! :)

Thank you for playing Forge of Empires!

Yours,
Forge of Empires Team
 
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