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Table Guide to all buildings, units, towers and expansions

Status
Not open for further replies.

DeletedUser176

Please note this is a user created guide and as such may not always be up to date. You can always refer to the FoE Wiki for the same information - for example the Buildings page - which will be updated whenever new content is 'confirmed' as reaching live servers in that same form.

Done filling content so far, feel free to comment / suggest / contribute here: LINK

Note that FoE is still in progress, meaning everything may still be subject to change.

Thanks for consideration.
>1<----->2<----->3<----->4G<----->4MUE<
 
Last edited by a moderator:

DeletedUser176



Costs
Coins / Supplies
PopulationIncomeDiamond
costs
Hut0 / 60146 in 5 min-
CostsPopulationIncomeDiamond
costs
Stilt House


Chalet


Thatched House
40 / 150


120 / 370


160 / 300
22


32


27
11 in 15 min


80 in 4 h


32 in 1 h
-
CostsPopulationIncomeDiamond
costs
Roof Tile House


Cottage


Villa
400 / 600


250 / 890


-
44


73


87
15 in 15 min


110 in 4 h


100 in 1 h






200
CostsPopulationIncomeDiamond
costs
Frame House


Multistory House*


Clapboard House
700 / 2,600


900 / 3,300


1,000 / 3,900
67


89


111
60 in 1 h


200 in 4 h


240 in 8 h



600*
CostsPopulationIncomeDiamond
costs
Brownstone House


Town House


Mansion
1,800 / 7,000


2,800 / 10,500


-
94


156


188
90 in 1 h


340 in 8 h


340 in 4 h






300
CostsPopulationIncomeDiamond
costs
Estate House


Apartment House


Manor
3,900 / 14,500


5,800 / 21,800


-
123


205


246
120 in 1 h


440 in 8 h


400 in 4 h






300
CostsPopulationIncomeDiamond
costs
Arcade House


Country House


Gambrel Roof House


Plantation House
5,800 / 21,800


7,200 / 27,300


8,700 / 32,800


-
155


207


259


311
180 in 1 h


560 in 8 h


1,350 in 24 h


660 in 4 h









350
CostsPopulationIncomeDiamond
costs
Workers' House


Boarding House


Victorian House


Urban Residence
11,400 / 43,900


14,300 / 54,800


17,200 / 65,800


-
285


380


474


569
340 in 1 h


1,050 in 8 h


2,420 in 24 h


1,230 in 4 h









350
CostsPopulationIncomeDiamond
costs
Tenement House


Council House


High-Rise **


Art Nouveau Mansion
21,900 / 84,400


27,400 / 105,500


8,700 / 131,800


-
510


680


1,087


917
610 in 1 h


1,280 in 4 h


5,750 in 24 h


3,640 in 8 h









400
CostsPopulationIncomeDiamond
costs
Motel **


Prefab House **


Suburban House


Luxury Dwelling **
38,400/ 139,900


48,000 / 174,900


57,600/ 209,900


-
900


1,380


1,330


1,540
1,460 in 1 h


2,970 in 4 h


7,320 in 24 h


7,000 in 8 h









450
CostsPopulationIncomeDiamond
costs
Duplex House **
Size: 4x3


Prefabricated High-Rise **
Size: 4x4


Bungalow
Size: 3x3

Loft House **
Size: 3x4
48,700 / 170,800


81,200 / 284,700


54,800 / 192,200


-
1,040


2,120


1,150


1,770
1,840 in 1 h


4,980 in 4 h


6,910 in 24 h


8,800 in 8 h









450
CostsPopulationIncomeDiamond
costs
Shophouse **
Size: 3x4


Waterfront Residential
Size: 4x3

Condominium **
Size: 4x4


Waterfront Villa
Size: 4x4
62,500 / 205,300


78,100 / 256,600


145,800 / 479,000


-
1,400


1,810


2,800


2,510
2,300 in 1 h


4,000 in 4 h


20,800 in 24 h


13,900 in 8 h









600
CostsPopulationIncomeDiamond
costs
Pod Home
Size: 1x1

Annex **
Size: 3x4


Capsule Hotel **
Size: 4x3


Terraced High-Rise **
Size: 4x4
6,600 / 20,000


110,300 / 310,000


80,700 / 220,700


-
200


2,000


2,400


3,000
250 in 1 h


5,000 in 4 h


18,200 in 24 h


17,000 in 8 h









600
CostsPopulationIncomeDiamond
costs
Self-Supporting Home
Size: 2x2

Underground House **
Size: 4x3


Arcology **
Size: 6x6


Tree House Hotel **
Size: 3x4
10,000 / 56,000


124,000 / 337,000


559,000 / 1,517,000


-
500


2,200


8,000


3,000
1,200 in 1 h


7,000 in 4 h


62,210 in 24 h


18,660 in 8 h









500
CostsPopulationIncomeDiamond
costs
Mobile House *
Size: 4x4

Sea-Scraper *
Size: 5x5
250,000 / 518,000


-
3,900


6,910
29,320 in 1 d


40,910 in 8 h
-


750
Residential Buildings BRONZE AGE IRON AGE EARLY MIDDLE AGE *Requires 600 diamonds to unlock technology once, no further diamond costs. It's a dead end tech,
so it's not a must.
HIGH MIDDLE AGE LATE MIDDLE AGE COLONIAL AGE INDUSTRIAL AGE
Size of Houses: 3x2 PROGRESSIVE ERA
Size of Houses: 3x3 MODERN ERA
Size of Houses: 4x3 POSTMODERN ERA CONTEMPORARY ERA TOMORROW THE FUTURE ARCTIC FUTURE
** Requires 2-lane roads
 
Last edited by a moderator:

DeletedUser176



Content
  • Production Buildings
  • Production Details
Costs:
Coins / Supplies / Population
OR
Diamonds / Population
Production
per hour
Size
Hunter96 / 0 / 28343*3
CostsProduction
per hour
Size
Pottery


Fruit Farm


Blacksmith
240 / 30 / 41


1,750 / 130 / 50


430 / 40 / 12
50


130


32
4*3


5*4


2*2
CostsProduction
per hour
Size
Goat Farm


Butcher


Tailor
4,800 / 680 / 122


4,100 / 410 / 66


400 / 88
220


160


360
4*5


4*3


3*4
CostsProduction
per hour
Size
Tannery


Shoemaker


Bakery
7,800 / 1,800 / 54


12,100 / 1,500 / 77


400 / 103
160


210


480
3*3


3*3


4*3
CostsProduction
per hour
Size
Alchemist


Farm


Windmill
15,000 / 3,100 / 40


64,000 / 5,600 / 269


500 / 148
180


730


770
3*2


4*5


3*4
CostsProduction
per hour
Size
Cooperage


Brewery


Spice Trader
61,000 / 10,800 / 164


56,000 / 9,500 / 136


500 / 86
490


400


730
3*4


3*3


3*3
CostsProduction
per hour
Size
Sailmaker


Tobacco Plantation


Clockmaker


Perfume Distillery
59,000 / 7,700 / 147


81,000 / 15,700 / 365


43,000 / 7,400 / 68


500 / 78
470


900


320


620
3*3


4*4


3*2


3*2
CostsProduction
per hour
Size
Chemical Plant


Gunsmith


Ceramic Factory


Wheelwright
84,000 / 19,800 / 224


48,000 / 14,900 / 90


115,000 / 33,400 / 337


500 / 180
720


380


980


1,500
4*3


2*3


5*3


4*3
CostsProduction
per hour
Size
Garage *


Lamp Factory


Cattle Ranch


Deli Shop
141,000 / 52,400 / 338


173,000 / 39,300 / 570


218,000 / 119,100 / 1,063


600 / 200
1,450


1,510


3,100


1,770
4*4


6*3


7*6


4*3
CostsProduction
per hour
Size
Hatter


Aircraft Factory *


Appliance Factory *


Film Studio *
91,000 / 20,800 / 150


368,000 / 78,300 / 650


192,000 / 70,700 / 700


1,000 / 650
740


2,490


2,150


6,830
3*3


6*4


4*5


7*5
CostsProduction
per hour
Size
Car Factory *


Junkyard *
(-500)

Toy Factory
(+150)

Greenhouse Complex *
(+100)
437,000 / 119,400 / 1,111


90,000 / 86,200 / 437


201,000 / 76,300 / 666


600 / 300
3,660


3,020


1,790


3,200
5*6


5*4


5*5


5*3
CostsProduction
per hour
Size
Fish Market
(+80)

Business Center *
(-500)

Logistics Center *


Computer Games Company *
(+150)
205,000 / 123,800 / 684


500,000 / 70,200 / 666


271,000 / 130,000 / 987


600 / 240
2,400


3,780


3,310


2,940
5*4


5*5


4*6


4*3
CostsProduction
per hour
Size
3D Printer *
(-200)

Drone Factory *
(-200)

Private Security Company
(-400)

Urban Farm *
(+600)
300,000 / 109,400 / 500


300,000 / 108,300 / 250


140,000 / 67,000 / 550


900 / 500
2,400


3,000


1,800


7,260
4*4


6*3


4*3


6*4
CostsProduction
per hour
Size
Levitation Outlet *
(+120)

Food Printer
(-90)

Helium-3 Extraction Facility *
(+450)

Sealife Tower *
(+630)
205,000 / 72,000 / 640


137,000 / 48,000 / 460


771,000 / 199,000 / 1,700


1,000 / 670
1,990


2,850


5,540


8,300
3*4


4*4


6*5


5*5
CostsProduction
per hour
Size
-
Plasma Generator *
-
800 / 5706,0504*4
Production Buildings BRONZE AGE IRON AGE EARLY MIDDLE AGE HIGH MIDDLE AGE LATE MIDDLE AGE COLONIAL AGE INDUSTRIAL AGE PROGRESSIVE ERA MODERN ERA POSTMODERN ERA ** CONTEMPORARY ERA TOMORROW THE FUTURE ARCTIC FUTURE
* Requires 2-lane roads
** Features Breaking Happiness starting from this era, so some buildings may give/subtract provided Happiness (exact amount in parenthesis) in addition to their normal functions.



Production Cycle Outputs

After the basics were covered in the table above, let's get into the details of production. Don't worry: What's better up there will stay better down here.
Using 1 hour as the base, the ratios between the intervals and the one hour production time are about:
5 min15 min1 h4 h8 h1 d
1/62/515/35/25
(Ex: One 1-hour production is equal to about six 5-min productions, two 1-hour productions is equal to about five 15-min productions, etc.)
 
Last edited by a moderator:

DeletedUser176



Cultural Buildings
CostsHappinessSizeHappiness
per field
Diamond
costs
Stone Circle


School


Tavern


Theater
780 / 140


1,500 / 290


2,900 / 400


-
182


240


280


540
3*3


3*3


3*3


4*3
20.2


26.7


31.1


45
-








100
CostsHappinessSizeHappiness
per field
Diamond
costs
Triumphal Arch


Public Bath


Amphitheater
1,900 / 1,400


6,000 / 3,700


-
190


570


880
3*2


4*4


4*4
31.7


35.6


55
-





250
CostsHappinessSizeHappiness
per field
Diamond
costs
Marketplace


Inn


Gallows


Pillory
4,900 / 18,200


7,400 / 3,600


2,200 / 2,600


-
430


330


160


300
3*3


3*3


2*2


2*2
47.8


36.7


40


75
-








200
CostsHappinessSizeHappiness
per field
Diamond
costs
Church


Doctor


Printer
66,000 / 45,000


7,000 / 22,000


-
520


470


780
3*3


3*3


3*3
57.8


52.2


86.7
-





450
CostsHappinessSizeHappiness
per field
Diamond
costs
Cartographer


Library


Academy


Palace
30,000 / 19,000


81,000 / 111,000


115,000 / 111,000


-
320


940


980


1,500
3*2


4*4


4*4


4*4
53.3


58.8


61.3


93.8
-








500
CostsHappinessSizeHappiness
per field
Diamond
costs
Exotic Goods Vendor


Coiffeur


Trading Company


Travelling Circus
27,000 / 40,000


67,000 / 26,000


80,000 / 194,000


-
400


440


900


2,800
3*2


3*2


3*4


5*5
66.7


73.3


75


112
-








500
CostsHappinessSizeHappiness
per field
Diamond
costs
Saloon


Police Station


Water Pumping Station


Natural History Museum
200,000 / 153,000


93,000 / 144,000


155,000 / 400,000


-
700


980


1,700


3,230
3*3


3*4


4*5


6*4
77.8


81.7


85


134.6
-








500
CostsHappinessSizeHappiness
per field
Diamond
costs
Electrical Plant *


Publishing House


Metro Entrance



City Park


Zeppelin
306,000 / 353,000


124,000 / 116,000


23,000 / 8,000



116,000 / 601,000


-
2,620


1,030


180



2,850


2,730
5*5


4*3


2*1



5*6


3*6
104.8


85.8


90



95


151.7
-












600
CostsHappinessSizeHappiness
per field
Diamond
costs
American Diner *


Drive-In Theater *


Roller Derby Track


Amusement Park *
43,000 / 230,000


458,000 / 320,000


136,000 / 144,000


-
1,300


2,800


1,910


5,200
3*4


6*4


5*4


8*4
108.3


116.7


95.5


162.5
-








900
CostsHappinessSizeHappiness
per field
Diamond
costs
Zoo *


Golf Course


Public Pool *


Music Festival *
321,000 / 531,000


510,000 / 425,000


80,000 / 700,000


-
3,510


2,600


2,500


4,550
5*6


6*4


5*4


5*5
117


108.3


125


182
-








750
CostsHappinessSizeHappiness
per field
Diamond
costs
Floating Market


Shopping Mall *


Zen Garden


Casino *
271,000 / 622,000


160,000 / 769,000


213,000 / 119,000


-
2,760


3,650


1,030


3,470
6*4


5*5


2*4


4*4
115


146


128.8


216.9
-








500
CostsHappinessSizeHappiness
per field
Diamond
costs
Concept Vehicle Fair *


Tower Club *


Surveillance Nexus


Hologram Arena
335,000 / 660,000


350,000 / 550,000


78,000 / 123,000


-
3,900


3,000


2,000


6,730
6*4


5*4


4*4


5*5
162.5


150


125


269.2
-








800
CostsHappinessSizeHappiness
per field
Diamond
costs
Algae Airship


Weather Control Station *


Eco Park *


Concert Hall
99,000 / 106,000


439,000 / 559,000


506,000 / 549,000


-
1,350


2,300


7,000


5,860
3*3


4*3


6*5


4*4
150


191.7


233.3


366.3
-








600
CostsHappinessSizeHappiness
per field
Diamond
costs
-
Holo-Holiday Park *
-
-10,7506*6298.6900
BRONZE AGE IRON AGE EARLY MIDDLE AGE HIGH MIDDLE AGE LATE MIDDLE AGE COLONIAL AGE INDUSTRIAL AGE PROGRESSIVE ERA MODERN ERA POSTMODERN ERA CONTEMPORARY ERA TOMORROW THE FUTURE ARCTIC FUTURE
* Requires 2-lane roads (NOT factored into happiness per field)
 
Last edited by a moderator:

DeletedUser176



CostsHappinessSizeHappiness
per field
Diamond
costs
Tree


Obelisk


Memorial
0 / 8


5 / 0


20 / 20
18


18


72
1*1


1*1


2*2
18


18


18
-
CostsHappinessSizeHappiness
per field
Diamond
costs
Flowers


Statue


Hedge


Bush


Pillar
16 / 26


49 / 49


72 / 72


20 / 15


-
20


21


22


20


57
1*1


1*1


1*1


1*1


1*1
20


21


22


20


57












60
CostsHappinessSizeHappiness
per field
Diamond
costs
Flower Tub


Monument


Fountain


Victory Pillar


Aqueduct
90 / 150


310 / 340


140 / 340


-


-
22


26


23


60


155
1*1


1*1


1*1


1*1


3*1
22


26


23


60


51.7









70



140
CostsHappinessSizeHappiness
per field
Diamond
costs
Floral Bush


Pond


Hedge with Flowers


Cypress
340 / 400


3,300 / 3,910


1,710 / 1,430


-
26


126


29


67
1*1


2*2


1*1


1*1
26


31.5


29


67









80
CostsHappinessSizeHappiness
per field
Diamond
costs
Fence


Flag


Signpost


Lantern


Gargoyle
2,800 / 3,560


2,800 / 580


460 / 3,560


1,910 / 2,950


-
27


32


32


35


73
1*1


1*1


1*1


1*1


1*1
27


32


32


35


73












90
CostsHappinessSizeHappiness
per field
Diamond
costs
Nautical Statue


Potted Plant


Group of Trees


Tower Ruin


Waterspout Fountain
5,070 / 1,940


7,190 / 6,930


28,750 / 17,940


24,250 / 27,740


-
39


41


160


170


85
1*1


1*1


2*2


2*2


1*1
39


41


40


42.5


85












110
CostsHappinessSizeHappiness
per field
Diamond
costs
Guillotine


Neptune Fountain


Eagle Hedge


Kite


Ornamental Tree *


Globe Statue


Peacck Hedge


Clock Tower


Flamingo Hedge
11,980 / 38,820


14,870 / 32,230


4,570 / 6,630


2,740 / 9,710


-


3,000 / 9,710


4,570 / 6,630


26,740 / 26,510


4,570 / 6,630
193


188


40


48


105


50


48


201


52
2*2


2*2


1*1


1*1


1*1


1*1


1*1


2*2


1*1
48.3


47


40


48


105


50


48


50.3


52












120












CostsHappinessSizeHappiness
per field
Diamond
costs
Clothesline


Gas Lamp


Old Wall South


Old Wall East


Pavilion with Flowers


Fire Hydrant


Carillon


Fountain with Benches
6,430 / 6,670


3,470 / 8,190


10,580 / 16,380


10,580 / 16,380


30,980 / 39,820


10,970 / 11,990


-


-
53


54


109


109


227


60


236


472
1*1


1*1


2*1


2*1


2*2


1*1


2*1


2*2
53


54


54.5


54.5


56.8


60


118


118


















150


250

CostsHappinessSizeHappiness
per field
Diamond
costs
Urban Tree


Billboard


Water Tower


Newspaper Stand


Equestrian Statue
3,080 / 11,740


7,740 / 12,670


4,810 / 12,190


20,640 / 23,480


-
61


123


63


131


270
1*1


2*1


1*1


1*2


1*2
61


61.5


63


65.5


135
|











250

CostsHappinessSizeHappiness
per field
Diamond
costs
Nuclear Shelter


Jet Statue


Palm Group


Drive-In Sign


Welcome Sign
11,120 / 59,660


59,640 / 115,050


36,950 / 40,450


-


-
275


433


275


145


145
2*2


2*3


2*2


1*1


1*1
68.8


72.1


68.8


145


145
|








200


200
CostsHappinessSizeHappiness
per field
Diamond
costs
Peace Sculture


Allotment Garden Cabin


Astronaut Statue


Allotment Garden House


Allotment Garden Shed


Playground
12,310 / 29,410


44,250 / 48,400


36,730 / 39,420


44,250 / 48,400


44,250 / 48,400


-
150


310


300


310


310


920
2*1


2*2


2*2


2*2


2*2


2*3
68.8


77.5


75


77.5


77.5


153.3
|














300
CostsHappinessSizeHappiness
per field
Diamond
costs
Canal Bridge


Cherry Tree


Neon Billboard


Monster Statue
38,590 / 61,490


5,580 / 18,020


14,640 / 8,890


-
183


82


82


717
1*2


1*1


1*1


2*2
91.5


82


82


179.3
|








200
CostsHappinessSizeHappiness
per field
Diamond
costs
Surveillance Camera


Veggie Booth


Burger Booth


Pizza Booth


Security Post
2,400 / 5,000


35,000 / 55,000


35,000 / 55,000


35,000 / 55,000


-
85


200


200


200


480
1*1


1*2


2*1


2*1


1*2
85


100


100


100


240
-











250
CostsHappinessSizeHappiness
per field
Diamond
costs
Wind Turbine


Plantarium


Lichen Lamp
3,600 / 5,040


42,010 / 65,820


-
120


500


300
1*1


2*2


1*1
120


125


300
-





150
CostsHappinessSizeHappiness
per field
Diamond
costs
-
Flower Arbor
-
-1,1002*2275250
Decorations BRONZE AGE IRON AGE EARLY MIDDLE AGE HIGH MIDDLE AGE LATE MIDDLE AGE COLONIAL AGE * Needs to be researched, hence in order this time INDUSTRIAL AGE PROGRESSIVE ERA MODERN ERA POSTMODERN ERA CONTEMPORARY ERA TOMORROW THE FUTURE ARCTIC FUTURE
 
Last edited by a moderator:

DeletedUser176



CostsHappinessDiamond
costs
Trail---
Path20 / 305-
Gravel Road50 / 7510-
Paved Road-2510
Cobbled Road100 / 30015-
Rough Paved Road300 / 70020-
Paved Lane900 / 2,40025-
Brick Road-4512
Sett Paved Road1,800 / 4,50030-
Promenade2,500 / 6,50035-
Alley3,200 / 9,00040-
Walkway4,000 / 11,00045-
Solar Walkway10,000 / 25,00090-
CostsHappinessDiamond
costs
Tarmac Road
10,000 / 25,000--
Avenue-6018
Motorway12,500 / 35,00010-
Boulevard16,000 / 45,00020-
Solar Roadway40,000 / 100,00040-
Roads Two-Lane Roads
*There are no new roads in the LMA, CE, TE, or AF (Part 1 at least).
 
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DeletedUser176


Unit costs
Building costs
Size3rd slot
4th slot
25 / 25
170 / 110 / 26
3*350 / 50
100 / 100
60 / 15
430 / 280 / 34
2*3100 / 100
300 / 200
24 / 100
640 / 420 / 56
3*3200 / 100
400 / 300
160 / 0
850 / 560 / 47
3*3200 / 100
600 / 400
0 / 180
1,070 / 700 / 56
3*3300 / 200
700 / 500
Unit costs
Building costs
Size3rd slot
4th slot
100 / 100
1,410 / 1,010 / 79
3*2400 / 300
900 / 700
170 / 40
2,820 / 2,020 / 105
2*2700 / 500
1,900 / 1,300
40 / 180
4,220 / 3,030 / 170
3*41,100 / 800
2,800 / 2,000
230 / 0
5,630 / 4,040 / 144
3*31,400 / 1,000
3,800 / 2,700
0 / 250
7,040 / 5,050 / 170
4*31,800 / 1,300
4,700 / 3,400
Unit costs
Building costs
Size3rd slot
4th slot
150 / 150
7,360 / 5,710 / 155
3*31,800 / 1,400
4,900 / 3,800
260 / 60
11,050 / 8,570 / 206
3*42,800 / 2,100
7,400 / 5,700
70 / 260
14,730 / 11,420 / 355
3*43,700 / 2,900
9,800 / 7,600
340 / 0
16,570 / 12,850 / 284
3*34,100 / 3,200
11,000 / 8,600
0 / 350
18,410 / 14,280 / 335
3*34,600 / 3,600
12,300 / 9,500
Unit costs
Building costs
Size3rd slot
4th slot
200 / 200
21,720 / 18,130 / 260
3*35,400 / 4,500
14,500 / 12,100
340 / 80
27,160 / 22,660 / 346
3*36,800 / 5,700
18,100 / 15,100
80 / 340
32,590 / 27,190 / 563
3*48,100 / 6,800
21,700 / 18,100
430 / 0
38,020 / 31,720 / 476
3*39,500 / 7,900
25,300 / 21,100
0 / 450
43,450 / 36,250 / 563
3*310,900 / 9,100
29,000 / 24,200
Unit costs
Building costs
Size3rd slot
4th slot
250 / 250
48,300 / 43,310 / 391
3*312,100 / 10,800
32,200 / 28,900
420 / 100
60,370 / 54,130 / 521
3*315,100 / 13,500
40,200 / 36,100
110 / 430
72,440 / 64,960 / 846
4*418,100 / 16,200
48,300 / 43,300
560 / 0
84,520 / 75,780 / 716
3*421,100 / 18,900
56,300 / 50,500
0 / 580
96,590 / 86,610 / 846
3*424,100 / 21,700
64,400 / 57,700
Unit costs
Building costs
Size3rd slot
4th slot
580 / 140
84,200 / 80,200 / 829
4*221,100 / 20,100
56,100 / 53,500
350 / 350
76,500 / 72,900 / 737
5*319,100 / 18,200
51,000 / 48,600
150 / 590
91,800 / 87,500 / 921
4*323,000 / 21,900
61,200 / 58,300
760 / 0
99,500 / 94,800 / 1,013
4*324,900 / 23,700
66,300 / 63,200
0 / 780
107,100 / 102,100 / 1,105
3*426,800 / 25,500
71,400 / 68,100
Unit costs
Building costs
Size3rd slot
4th slot
830 / 210
115,000 / 117,000 / 1,104
3*328,800 / 29,300
76,700 / 78,000
500 / 500
105,000 / 106,000 / 982
3*326,300 / 26,500
70,000 / 70,700
220 / 860
126,000 / 128,000 / 1,227
4*331,500 / 32,000
84,000 / 85,300
1,120 / 0
136,000 / 138,000 / 1,350
4*334,000 / 34,500
90,700 / 92,000
0 / 1,160
147,000 / 149,000 / 1,472
3*536,800 / 37,300
98,000 / 99,300
Unit costs
Building costs
Size3rd slot
4th slot
1,120 / 280
151,000 / 162,000 / 1,420
5*437,800 / 40,500
100,700 / 108,000
740 / 740
137,000 / 147,000 / 1,260
6*334,300 / 36,800
91,300 / 98,000
310 / 1,250
164,000 / 176,000 / 1,580
5*441,000 / 44,000
109,300 / 117,300
1,640 / 0
178,000 / 181,000 / 1,740
4*544,500 / 47,800
118,700 / 127,300
0 / 1,720
192,000 / 206,000 / 1,890
4*548,000 / 51,500
128,000 / 137,300
Unit costs
Building costs
Size3rd slot
4th slot
250 / 250
183,000 / 194,000 / 1,570
4*445,800 / 48,500
122,000 / 129,300
420 / 100
201,000 / 213,000 / 1,760
5*350,300 / 53,300
134,000 / 142,000
110 / 430
219,000 / 233,000 / 1,960
5*454,800 / 58,300
146,000 / 155,300
560 / 0
238,000 / 252,000 / 2,160
4*659,500 / 63,000
158,700 / 168,000
0 / 580
256,000 / 271,000 / 2,350
5*464,000 / 67,800
170,700 / 180,700
Unit costs
Building costs
Size3rd slot
4th slot
250 / 250
236,000 / 248,000 / 1,900
4*459,000 / 62,000
157,300 / 165,300
420 / 100
259,000 / 272,000 / 2,100
3*764,800 / 68,000
172,700 / 181,300
110 / 430
283,000 / 297,000 / 2,400
4*570,800 / 74,300
188,700 / 198,000
560 / 0
306,000 / 322,000 / 2,600
4*676,500 / 80,500
204,000 / 214,700
0 / 580
330,000 / 347,000 / 2,800
6*382,500 / 86,800
220,000 / 231,300
Unit costs
Building costs
Size3rd slot
4th slot
-Bonus
(%)*
Unit costs
Building costs
Size3rd slot
4th slot
Strike Team Center4%
Att.
2,500 / 2,500
312,000 / 327,000 / 2,100
4*378,000 / 81,800
208,000 / 218,000
Air Defense Factory
==
4%
Def.
4,000 / 1,000
343,000 / 359,000 / 2,600
4*585,800 / 89,800
228,700 / 239,300
Attack Helicopter Base
==
4%
Att.
1,000 / 4,000
375,000 / 392,000 / 2,800
5*493,800 / 98,000
250,000 / 261,300
Assault Tank Factory
==
-5,000 / 0
406,000 / 425,000 / 2,400
7*4101,500 / 106,300
270,700 / 283,300
Missile Site
==
4%
Def.
0 / 5,000
437,000 / 457,000 / 3,100
3*6109,300 / 114,300
291,300 / 304,700
-Bonus
(%)
Unit costs
Building costs
Size3rd slot
4th slot
Ultra AP Factory
==
4%
Att.
0 / 5,200
486,000 / 462,000 / 3,500
4*4121,500 / 115,500
324,000 / 308,000
Anti-Materiel Range4%
Def.
5,200 / 0
527,000 / 504,000 / 3,300
3*5131,800 / 126,000
351,300 / 336,000
Combat Drone Base
==
-4,160 / 1,040
446,000 / 546,000 / 3,000
4*3111,500 / 136,500
297,300 / 364,000
Stealth Tank Factory
==
4%
Att.
2,600 / 2,600
365,000 / 420,000 / 2,700
4*691,300 / 105,000
243,300 / 280,000
Microwave Gun Factory
==
4%
Def.
1,040 / 4,160
405,000 / 378,000 / 2,400
5*5101,300 / 94,500
270,000 / 252,000
-Bonus
(%)
Unit costs
Building costs
Size3rd slot
4th slot
Exoskeleton Factory5%
Att.
1,800 / 4,200
740,000 / 729,000 / 6,300
4*5185,000 / 182,300
493,300 / 486,000
Satellite Uplink Center
==
5%
Def.
4,800 / 1,200
635,000 / 625,000 / 5,900
5*5158,800 / 156,300
423,300 / 416,700
Drone Swarm Hub
==
-5,400 / 600
529,000 / 521,000 / 4,500
4*4132,300 / 130,300
352,700 / 347,300
Hover Tank Base
==
5%
Att.
3,000 / 3,000
582,000 / 573,000 / 5,000
6*5145,500 / 143,300
388,000 / 382,000
Rail Gun Range
==
5%
Def.
0 / 6,000
687,000 / 677,000 / 5,400
6*3171,800 / 169,300
458,000 / 451,300
-Bonus
(%)
Unit costs
Building costs
Size3rd slot
4th slot
Surrogate Assembly-3,750 / 3,750
708,000 / 692,000 / 5,800
4*4177,000 / 173,000
472,000 / 461,300
Recon Raider Garage
==
-4,500 / 3,000
544,000 / 532,000 / 4,500
3*6136,000 / 133,000
362,700 / 354,700
BuildingBonus*Unit costs
Building costs
Size3rd slot
4th slot
Military
Buildings
BRONZE AGE | Recruiting time: 1h (Spears 20s) | 5th slot: 30 Spearfigher Barracks Slinger Range Horseman Stable Warrior Barracks Thrower Camp IRON AGE | Recruiting time: 2h | 5th slot: 50 - Soldier Barracks Archery Range Mounted Warrior Stable Legionnaire Barracks Ballista Camp EARLY MIDDLE AGE | Recruiting time: 4h | 5th slot: 100 - Mercenary Barracks Mounted Archer Range Heavy Cavalry Stable Armored Infantry Barracks Catapult Camp HIGH MIDDLE AGE | Recruiting time: 4h | 5th slot: 100 - Berserker Barracks Crossbow Range Knight Stable Heavy Infantry Barracks Trebuchet Camp LATE MIDDLE AGE | Recruiting time: 4h | 5th slot: 120 - Great Sword Warrior Barracks Longbow Archer Range Heavy Knight Stable Imperial Guard Barracks Cannon Camp COLONIAL AGE | Recruiting time: 4h | 5th slot: 120 - Ranger Encampment Musket Range Dragoon Stable Grenadier Barracks Field Gun Camp INDUSTRIAL AGE | Recruiting time: 4h | 5th slot: 120 - Jaeger Encampment Rifleman Range Lancer Stables Howitzer Factory Breach Loader Factory PROGRESSIVE ERA | Recruiting time: 4h | 5th slot: 120 - Conscription Office Sniper Camp Armored Car Factory
== Tank Factory
== Ordinance Factory MODERN ERA | Recruiting time: 4h | 5th slot: 120 - Heavy Weapons Center Paratrooper Camp Mechanized Infantry Barracks
== Battle Tank Factory
== Mechanized Artillery Factory
== POSTMODERN ERA | Recruiting time: 4h | 5th slot: 120 - Commando Camp Machinegun Range IFV Factory
== Universal Tank Factory
== Rocket Artillery Factory
== - CONTEMPORARY ERA | Recruiting time: 4h | 5th slot: 120 TOMORROW | Recruiting time: 4h | 5th slot: 120 THE FUTURE | Recruiting time: 4h | 5th slot: 120 ARCTIC FUTURE | Recruiting time: 4h | 5th slot: 120
== - Needs two-lane roads
*Each building with this bonus will boost either the attack for the attacking army or
the defense of the defending army
 
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DeletedUser176

Unit Overview


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 time it takes to recruit a unit and this time also will reflect the time it would take for a unit to fully heal. The each column shows:
- The name of the unit, as well as a picture of it's avatar with it's type next to it
- 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 special bonus the unit has
- The points the units gives when defeated (if the battle is won). The number in parenthesis is the base, but most players have a delighted city which multiplies this value by 1.2, the value above the parenthesis














*The 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 ;)).






 
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DeletedUser176

PvP Towers

-BA
IA
EMA
HMA
LMA
COL
InA
PE
ME
PME
CE
TE
FE
AF
-
1.


2.


3.


4.


5.


6.


7.


8.


9.


10.
10


5


3


2


1


-


-


-


-


-
25


15


8


4


2


-


-


-


-


-
50


25


15


8


4


-


-


-


-


-
100


50


25


15


8


4


-


-


-


-
175


125


75


50


40


30


20


10


5


-
300


150


80


60


50


40


30


20


10


-
500


300


200


100


80


60


50


40


20


10
750


500


300


200


100


80


60


50


40


20
1100


750


500


300


200


100


80


60


50


40
1500


1000


750


500


300


200


100


80


60


50
2000


1500


1000


750


500


300


200


100


80


60

2750


1750


1250


900


600


400


250


150


100


80
3600


2250


1750


1250


900


600


400


250


150


100
4,500


2,800


2,250


1,600


1,250


800


550


350


200


125
 
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DeletedUser176

Expansions

Note that the first column means Coins OR Diamonds.

The third column is about the diamond expansions, of which you can buy two per age.

-
1.100 / 5010200
2.300 / 5050200
3.400 / 50200400
4.600 / 50500400
5.800 / 1001,000600
6.1,000 / 1002,000600
7.1,300 / 1003,000600
8.1,800 / 1004,000600
9.2,300 / 2005,000600
10.2,800 / 2006,000600
11.3,400 / 2009,000600
12.3,900 / 20012,000600
13.5,400 / 30015,000600
14.7,100 / 40018,000600
15.8,700 / 40021,000600
16.10,000 / 40025,000600
17.12,000 / 40030,000800
18.14,000 / 40040,000800
19.16,000 / 50050,000800
20.20,000 / 50065,000800
21.24,000 / 60085,000800
22.27,000 / 600105,000800
23.31,000 / 600130,0001,000
24.35,000 / 600-1,000
25.39,000 / 600-1,000
26.47,000 / 600-1,000
27.55,000 / 600-1,000
28.63,000 / 600
29.72,000 / 600
30.80,000 / 600
31.90,000 / 600
32.100,000 / 600
33.120,000 / 600
34.140,000 / 600
35.160,000 / 600
36.180,000 / 600
37.200,000 / 600
38.230,000 / 600
39.260,000 / 600
40.300,000 / 600
41.340,000 / 600
42.380,000 / 600
43.420,000 / 600
44.470,000 / 600
45.520,000 / 600
46.570,000 / 600
47.620,000 / 600
48.680,000 / 800
49740,000 / 800
50.800,000 / 800
51.860,000 / 800
52.930,000 / 800
53.1,000,000 / 800
54.1,070,000 / 800
55.1,140,000 / 800
56.1,220,000 / 800
57.1,300,000 / 800
58.1,380,000 / 800
59.1,460,000 / 800
60.1,550,000 / 800
61.1,640,000 / 800
62.1,730,000 / 800
63.1,820,000 / 800
64.2,000,000 / 800
65.2,200,000 / 800
66.2,400,000 / 800
67.2,600,000 / 800
68.2,800,000 / 1,000
69.3,000,000 / 1,000
Σ40,004,900 / 33,100626,76018,200
-
 
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DeletedUser176

Points for Buildings

Points are given mattering on the building's age, space required, and if it's a premium, special, Great, or normal building. A basic way of find any normal building's (and all roads') points is multiply the age's points per space by the spaces the building takes:
AgeMultiplier
Stone Age2
Bronze Age2.5
Iron Age4
Early Middle Ages10
High Middle Ages20
Late Middle Ages30
Colonial Age50
Industrial Age100
Progressive Era150
Modern Era250
Postmodern Era400
Contemporary Era600
Tomorrow1000
The Future1600
Arctic Future2400
For premium and most special buildings, you just need to double the number.



Using the formula as described above, the points for all buildings are as follows:

* - Building from the Stone Age

Residential Buildings
Hut* 8
Stilt House 10
Thatched House 10
Chalet 10
Longhouse 40
Roof Tile House 16
Cottage 16
Villa 32
Frame House 40
Clapboard House 40
Multistory House 80
Brownstone House 80
Town House 80
Mansion 160
Estate House 120
Apartment House 120
Manor 240
Arcade House 200
Country House 200
Gambrel Roof House 200
Plantation House 400
Worker's House 600
Boarding House 600
Victorian House 600
Urban Residence 1,200
Tenement House 1,350
Council House 1,350
High-Rise 1,350
Art Nouveau Mansion 2,700
Motel 3,000
Prefab House 3,000
Suburban House 3,000
Luxury Dwelling 6,000
Duplex House 4,800
Prefabricated High-Rise 6,400
Bungalow 3,600
Loft House 9,600
Shophouse 7,200
Waterfront Residential 7,200
Condominium 9,600
Waterfront Villa 19,200
Pod Home 1,000
Annex 12,000
Capsule Hotel 12,000
Terraced High-Rise 32,000
Self-Supporting Home 6,400
Underground House 19,200
Arcology 57,600
Tree House Hotel 38,400
Mobile House38,400
Sea-Scaper120,000
BRONZE AGE IRON AGE EARLY MIDDLE AGES HIGH MIDDLE AGES LATE MIDDLE AGES COLONIAL AGE INDUSTRIAL AGE PROGRESSIVE ERA MODERN ERA POSTMODERN ERA CONTEMPORARY ERA TOMORROW THE FUTURE ARCTIC FUTURE

Production Buildings
Hunter*18
Pottery30
Fruit Farm50
Blacksmith10
Goat Farm80
Butcher48
Tailor96
Tannery90
Shoemaker90
Bakery240
Alchemist120
Granary Farm400
Windmill480
Cooperage360
Brewery270
Spice Trader540
Sailmaker450
Tobacco Plantation800
Clockmaker300
Perfume Distillery600
Chemical Plant1,200
Gunsmith600
Ceramics Factory1,500
Wheelwright2,400
Garage2,400
Lamp Factory2,700
Cattle Ranch6,300
Deli Shop3,600
Hatter2,250
Aircraft Factory6,000
Appliances Factory5,000
Film Studio17,500
Car Factory12,000
Junkyard8,000
Toy Factory10,000
Greenhouse Complex12,000
Fish Market12,000
Business Center15,000
Logistics Center14,400
Computer Games Company14,400
Drone Factory18,000
Private Security Company12,000
3D Printer16,000
Urban farm48,000
Levitation Outlet19,200
Food Printer25,600
Helium-3 Extraction Facility48,000
Sealife Tower80,000
Plasma Generator76,800
BRONZE AGE IRON AGE EARLY MIDDLE AGES HIGH MIDDLE AGES LATE MIDDLE AGES COLONIAL AGE INDUSTRIAL AGE PROGRESSIVE ERA MODERN ERA POSTMODERN ERA CONTEMPORARY ERA TOMORROW THE FUTURE ARCTIC FUTURE

Goods Buildings
Stone Mason40
Lumbermill22.5
Marble Mason22.5
Dye Works22.5
Vineyard22.5
Limestone Mason 64
Ebony Woodworks 64
Iron Foundry 36
Weaving Mill 48
Jewelry Manufacturer 48
Copper Foundry 120
Granite Mason 160
Alabaster Mason 120
Goldsmith 120
Beekeeper 90
Brickworks 240
Ropery 120
Saltworks 240
Glassblower 240
Herbs Merchant 240
Basalt Mason 480
Brass Foundry 480
Silk Manufactory 270
Talc Cutter 270
Gunpowder Manufactory 270
Porcelain Manufactory 800
Wire Mill 450
Tar Kiln 750
Coffee Roaster 450
Paper Mill 300
Rubber Plant 1,500
Coke Oven 2,000
Textile Mill 1,200
Whaling Station 1,200
Fertilizer Plant 2,000
Machine Workshop 3,600
Explosives Factory 3,000
Oil Refinery 4,200
Asbestos Factory 3,750
Tinning Plant 2,700
Concrete Plant 7,500
Packaging Factory 7,000
Construction Warehouse 6,250
Food Processing Plant 6,000
Flavor Laboratory 6,000
Steel Plant 12,000
Semiconductors Factory 9,600
Tree Nursery 9,600
Industrial Filter Factory 11,200
Genetics Research Lab 11,200
Robotics Factory 16,800
Magnet Factory 15,000
Bionics Data 14,400
LNG Plant 18,000
Plastics Plant 14,400
Translucent Concrete Plant 20,000
Smart Materials Factory 25,000
Papercrete Factory 16,000
Preservatives Factory 20,000
Nutrition Research Lab 15,000
Earth Science Center 40,000
Water Purifier 44,800
Algae Farm 48,000
Superconductor Factory 38,400
Nanoparticle Laboratory 40,000
Nanowire Laboratory67,200
Transester Gas Catalyzer60,000
A.I. Research Center72,000
Paper Battery Factory57,600
Bioplastics Factory60,000
BRONZE AGE IRON AGE EARLY MIDDLE AGES HIGH MIDDLE AGES LATE MIDDLE AGES COLONIAL AGE INDUSTRIAL AGE PROGRESSIVE ERA MODERN ERA POSTMODERN ERA CONTEMPORARY ERA TOMORROW THE FUTURE ARCTIC FUTURE

Cultural Buildings
Stone Circle22.5
School22.5
Tavern22.5
Theater60
Triumphal Arch24
Public Bath64
Amphitheater128
Marketplace90
Inn90
Gallows40
Pillory80
Church180
Doctor180
Printer360
Cartographer180
Library480
Academy480
Palace960
Exotic Goods Vendor300
Coiffeur300
Trading Company600
Traveling Circus2,500
Saloon900
Police Station1,200
Water Pumping Station2,000
Natural History Museum4,800
Electricity Plant3,750
Publishing House1,800
Metro Entrance300
City Park4,500
Zeppelin5,400
Drive-In Theater6,000
Roller Derby Track5,000
American Diner3,000
Amusement Park16,000
Zoo12,000
Golf Course9,600
Public Pool8,000
Music Festival20,000
Floating Market14,400
Shopping Mall15,000
Zen Garden4,800
Casino19,200
Tower Club20,000
Surveillance Nexus16,000
Concept Vehicle Fair24,000
Hologram Arena50,000
Algae Airship14,400
Weather Control Station19,200
Eco Park48,000
Concert Hall51,200
Holo-Holiday Park172,800
BRONZE AGE IRON AGE EARLY MIDDLE AGES HIGH MIDDLE AGES LATE MIDDLE AGES COLONIAL AGE INDUSTRIAL AGE PROGRESSIVE ERA MODERN ERA POSTMODERN ERA CONTEMPORARY ERA TOMORROW THE FUTURE ARCTIC FUTURE

Decorations
Tree*2
Memorial*8
Obelisk*2
Flowers2.5
Statue2.5
Hedge2.5
Bush2.5
Pillar5
Flower Tub4
Monument4
Fountain4
Aqueduct24
Victory Pillar8
Floral Bush10
Pond40
Hedge with Flowers10
Cypress20
Fence20
Flag20
Signpost20
Lantern20
Gargoyle40
Group of Trees120
Potted Plant30
Nautical Statue30
Tower Ruin120
Waterspout Fountain60
Guillotine200
Neptune Fountain200
Eagle Hedge50
Kite50
Ornamental Tree100
Globe Statue50
Peac○ck Hedge50
Clock Tower200
Flamingo Hedge50
Gas Lamp100
Old Wall South200
Old Wall East200
Fire Hydrant100
Clothesline100
Pavilion with Flowers400
Carillion400
Fountain with Benches800
Urban Tree150
Billboard300
Water Tower150
Newspaper Stand300
Equestrian Statue600
Nuclear Shelter 1,000
Jet Statue 1,500
Palm Group 1,000
Welcome Sign 500
Drive-In Sign 500
Peace Sculpture 800
Allotment Garden Cabin 1,600
Astronaut Statue 1,600
Allotment Garden House 1,600
Allotment Garden Shed 1,600
Playground 4,800
Canal Bridge 1,200
Cherry Tree 600
Neon Billboard 600
Monster Statue 4,800
Surveillance Camera 1,000
Veggie Booth 2,000
Burger Booth 2,000
Pizza Booth 2,000
Security Post 4,000
Wind Turbine 1,600
Planetarium 6,400
Lichen Lamp 3,200
Flower Arbor19,200
BRONZE AGE IRON AGE EARLY MIDDLE AGES HIGH MIDDLE AGES LATE MIDDLE AGES COLONIAL AGE INDUSTRIAL AGE PROGRESSIVE ERA MODERN ERA POSTMODERN ERA CONTEMPORARY ERA TOMORROW THE FUTURE ARCTIC FUTURE

Military Buildings
Spearfighter Barracks22.5
Slinger Range15
Horseman Stable22.5
Warrior Barracks22.5
Stone Thrower Camp22.5
Solider Barracks 24
Archery Range 16
Mounted Warrior Stable 48
Legionnaire Barracks 36
Ballista Camp 48
Mercenary Barracks 90
Mounted Archer Range 120
Heavy Cavalry Stable 120
Armored Infantry Barracks 90
Catapult Camp 90
Berserker Barracks 180
Crossbow Range 180
Knight Stable 240
Heavy Infantry Barracks 180
Trebuchet Camp 180
Great Sword Warrior Barracks 270
Longbow Archer Range 270
Heavy Knight Stable 480
Imperial Guard Barracks 360
Cannon Camp 360
Ranger Encampment 400
Musket Range 750
Dragoon Stable 600
Grenadier Barracks 600
Field Gun Camp 600
Jaeger Encampment 900
Rifleman Range 900
Lancer Stables 1,200
Howitzer Factory 1,200
Breech Loader Factory 1,500
Conscription Office 3,000
Sniper Camp 2,700
Armored Car Factory 3,000
Tank Factory 3,000
Ordinance Factory 3,000
Heavy Weapons Center 4,000
Paratrooper Camp 3,750
Mechanized Infantry Barracks 5,000
Battle Tank Factory 6,000
Mechanized Artillery Factory 5,000
Commando Camp 6,400
Machinegun Range 8,400
IFV Factory 8,000
Universal Tank Factory 9,600
Rocket Artillery Factory 7,200
Strike Team Center 7,200
Air Defense Factory 12,000
Attack Helicopter Base 12,000
Assault Tank Factory 16,800
Missile Site 10,800
Ultra AP Factory 16,000
Anti-Material Range 15,000
Combat Drone Base 12,000
Stealth Tank Factory 24,000
Microwave Gun Factory 25,000
Exoskeleton Factory 32,000
Satellite Uplink Center 40,000
Drone Swarm Hub 25,600
Hover Tank Base 48,000
Rail Gun Range 28,800
Surrogate Assembly38,400
Recon Raider Garage43,200
BRONZE AGE IRON AGE EARLY MIDDLE AGES HIGH MIDDLE AGES LATE MIDDLE AGES COLONIAL AGE INDUSTRIAL AGE PROGRESSIVE ERA MODERN ERA POSTMODERN ERA CONTEMPORARY ERA TOMORROW THE FUTURE ARCTIC FUTURE

Roads
Trail*2
Path2.5
Gravel Road4
Paved Road4
Cobbled Road10
Rough Paved Road20
Paved Lane50
Brick Road50
Sett Paved Road100
Tarmac Road600
Promenade150
Avenue600
Alley250
Motorway1,000
Walkway400
Boulevard1,600
Solar Walkway1,600
Solar Roadway6,400

Points for Great Buildings can be found here (external topic)

Points for Special Buildings can be found here (external topic)
 
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DeletedUser176

World Map Revealed

1. Bronze to Colonial Age. Click for full resolution.

http://i.imgur.com/z8C8XEm.jpg


2. Industrial Age and it's bonus provinces. Click for full resolution.

http://i.imgur.com/jIIpXN5.jpg

3. Progressive Era. Click for full resolution.

http://i.imgur.com/Qas2Lkv.jpg

4. Modern Era. Click for full resolution.

http://i.imgur.com/3U4ctWN.jpg


5. Postmodern Era. Click for full resolution.

http://i.imgur.com/sbSyCpQ.jpg


6. Contemporary Era. Click for full resolution.

http://i.imgur.com/53SI1ZB.jpg1

7. Tomorrow. Click for full resolution.

http://i.imgur.com/p8uSOA2.png

8. The Future. Click for full resolution.

http://i.imgur.com/XFZGnGT.png

9. Arctic Future (Part 1). Click for full resolution.

http://i.imgur.com/AQlw5zO.png
 
Last edited by a moderator:

DeletedUser176

Unit bonuses

I kept these two textless, so feel free to share on your local language version.

1. Bonus against other units

2. Terrain-bonus

3. Special Bonuses (No textless stuff here :()

Units will eventually start to get special bonuses which have different effects in special ways. The exact amount these bonuses give can be found in the last post:

Blast - Applicable to Howitzers, Microwave Blasters, and Exoskeleton Soldiers. Attack increases for each space closer to the target and ignores stealth.

Call of Duty - Applicable to Champions only. When a unit with this bonus dies in battle, the rest of the units' attack and defense increase, but this is only applicable once per battle (no matter how many other units have this bonus).

Chivalry - Applicable to Knights, Heavy Knights, and Champions. When there is only one unit with this bonus in battle, it gains an attack and defensive boost.

Close Quarters - Applicable to Conscripts, Commandos, and Exoskeleton Soldiers. When directly next to a unit, the unit with this bonus gains an increase in 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 and do extra damage.

Contact - Applicable to MG Teams, Anti-Aircraft Vehicles, and Ultra AP. Will always retaliate if the opponent is within its range. This retaliation negates stealth (while attacking normally does not negate stealth).

Dug In - Applicable to Cannons, Field Guns, Breech Loaders, Snipers, Rapid Fire Cannons, Bazooka Teams, MG Teams, and Anti-Materiel Snipers. If the opponent attacks from greater than two spaces away, this unit will gain a defensive boost.

Flying - Applicable to Attack Helicopters, Combat Drones, and Drone Swarms. Cannot be harmed against normal artillery attacks. Terrain will not affect movement costs (even on water).

Heat - Applicable to Microwave Blasters and Satellite Spotters. Reduces the attack of the target by a percentage. Percentage stacks up to a 100% reduction. (i.e. a Microwave Blaster (has a 20% heat bonus) will make a unit have a 1% boost with 5+ shots if the unit started with a 101% attack boost.)

Hides in Forest (Stealth) - Applicable to Rangers, Jaeger Infantries, Paratroopers, Commandos, and Strike Teams. when in a forest, 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).

Hides on Plains (Stealth) - Applicable to Stealth Tanks and Hover Tanks. 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).

Last Stand - Applicable to Barbarians, Barbarians Slingers, Brave Warriors, and Mounted Braves (units we currently cannot control). When a unit with this bonus dies, the other units with this bonus will gain an attack and defensive boost. This boost will continue to increase the more units with this bonus dies.

Morale - Applicable to Military Drummers only. Gives all units some bonus health at the beginning of the battle. Having more than one of this unit in battle does not add more health. (Units may have over 10 health with this bonus).

MIRV - Applicable to Missile Artilleries only. Will attack an additional 1-3 units (number chosen randomly) within unit's range in addition to the unit already targeted.

One-Shot - Applicable to Missile Artilleries only. Will be removed from battle after its attack and will be "killed" if the battle is surrendered or lost.

Power Shot - Applicable to Rail Guns only. Can attack any unit and does not regard any of their defensive skills (i.e. it can attack stealth and flying units, reactive armor does not limit its attack, etc.). Also does not regard the opposing unit's defensive terrain bonus either. It's attack will only factor in the unit's base defense (+ military boost) and unit bonuses against it.

Rally - Applicable to Military Drummers and Color Guards. Gives all of your units an attack and defense percentage boost at the beginning of the battle. Having more than one of this unit in battle does not boost the percentage further (though another type of unit with this boost will).

Rapid Deployment - Applicable to Paratroopers, Strike Teams, Ultra APs, and Drone Swarms. Units with this bonus will land on a random sector on the map and will start first in battle.

Reactive Armor - Applicable to Assault Tanks and Hover Tanks. Limits the max amount of damage the unit can take (in an assault tank's case, it can only lose a max of 4 HP per attack which means it normally will take at least 3 hits to be killed).

Recharge - Applicable to Rail Guns only. Attacks every other turn (attacks first turn, all other units move and skips the second turn, all other units move and attacks third turn, skips fourth, etc.). Not attacking for a turn will still let you attack next turn.

Secret Identity - Applicable to Rogues only. This unit can transform into any of its living allies when it is hit. Then it will copy all of the stats from that unit (and lose it's secret identity ;)). If there are only units with this bonus remaining or no other living allies when it is hit, it will die immediately, so technically, it should not have a 1 for defense.
 
Last edited by a moderator:

DeletedUser7719



Content
  • Goods Buildings
  • Trade Ratios
  • Tech Tree Requirements

Goods Building Information
BRONZE AGE
Goods Building

Stone Mason
Lumbermill
Marble Mason
Dye Works
Vineyard
Size

4x4
3x3
3x3
3x3
3x3
Produces

Stone
Lumber
Marble
Dye
Wine
-Boosted with

Rock
Tree
Marble Rock
Flower
Grapes
-
Cost to build:
Available Population needed:
Construction Time:
4-hour Production Cost:
340 coins and 490 supplies
108
30 min
100 coins and supplies
IRON AGE
Goods Building

Limestone Mason
Ebony Woodworks
Iron Foundry
Weaving Mill
Jewelry Manufacturer
Size

4x4
4x4
3x3
4x3
3x4
Produces

Limestone
Ebony
Iron
Cloth
Jewelry
-Boosted with

Limestone Rock
Ebony Tree
Iron Ore
Wool
Gemstone
-
Cost to build:
Available Population needed:
Construction Time:
4-hour Production Cost:
1500 coins and 2400 supplies
230
1:30 hr
200 coins and supplies
EARLY MIDDLE AGES
Goods Building

Copper Foundry
Granite Mason
Alabaster Mason
Goldsmith
Beekeeper
Size

4x3
4x4
4x3
4x3
3x3
Produces

Copper
Granite
Alabaster
Gold
Honey
-Boosted with

Copper Ore
Granite Rock
Raw Alabaster
Gold Nugget
Honeycomb
-
Cost to build:
Available Population needed:
Construction Time:
4-hour Production Cost:
6000 coins and 10300 supplies
340
3:50 hr
400 coins and supplies
HIGH MIDDLE AGES
Goods Building

Brickworks
Ropery
Saltworks
Herbs Merchant
Glassblower
Size

4x3
3x2
3x4
4x3
4x3
Produces

Brick
Rope
Salt
Dried Herbs
Glass
-Boosted with

Clay
Hemp
Unrefined Salt
Herbs
Quartz
-
Cost to build:
Available Population needed:
Construction Time:
4-hour Production Cost:
14000 coins and 27000 supplies
460
7:30 hr
800 coins and supplies
LATE MIDDLE AGES
Goods Building

Basalt Mason
Brass Foundry
Silk Manufactory
Talc Cutter
Gunpowder Manufactory
Size

4x4
4x4
3x3
3x3
3x3
Produces

Basalt
Brass
Silk
Talc Powder
Gunpowder
-Boosted with

Basalt Rock
Zinc Ore
Cocoons
Soapstone
Sulphur Blocks
-
Cost to build:
Available Population needed:
Construction Time:
4-hour Production Cost:
27000 coins and 54000 supplies
580
11:20 hr
1600 coins and supplies
COLONIAL AGE
Goods Building

Paper Mill
Coffee Roaster
Wiremill
Porcelain Manufactory
Tar Kiln
Size

2x3
3x3
3x3
4x4
3x5
Produces

Paper
Coffee
Wire
Porcelain
Tar
-Boosted with

Spruce Wood
Coffee Beans
Nickel Ore
Kaolin Clay
Pine Wood
-
Cost to build:
Available Population needed:
Construction Time:
4-hour Production Cost:
37000 coins and 79000 supplies
720
13:30 hr
2400 coins and supplies
INDUSTRIAL AGE
Goods Building

Rubber Plant
Coke Oven
Textile Mill
Whaling Station
Fertilizer Plant
Size

5x3
4x5
3x4
4x3
4x5
Produces

Rubber
Coke
Textiles
Whale Oil
Fertilizer
-Boosted with

Latex
Coal
Cotton
Whales
Guano
-
Cost to build:
Available Population needed:
Construction Time:
4-hour Production Cost:
45000 coins and 102000 supplies
1020
14:30 hr
3200 coins and supplies
PROGRESSIVE ERA
(requires two-lane roads from here on out)
Goods Building

Asbestos Factory
Oil Refinery
Machine Workshop
Tinning Plant
Explosives Factory
Size

5x5
7x4
6x4
3x6
4x5
Produces

Asbestos
Gasoline
Machine Parts
Tinplate
Explosives
-Boosted with

Asbestos Ore
Crude Oil
Machine Parts
Tin Ore
Diatomite
-
Cost to build:
Available Population needed:
Construction Time:
4-hour Production Cost:
54000 coins and 129000 supplies
1200
14:50 hr
4000 coins and supplies
MODERN ERA
Goods Building

Concrete Plant
Food Processing Plant
Flavor Laboratory
Packaging Factory
Construction Warehouse
Size

5x6
4x6
6x4
7x4
5x5
Produces

Ferroconcrete
Convenience Food
Flavorants
Packaging
Luxury Materials
-Boosted with

Rock
Grapes
Flower
Tree
Marble Rock
-Unrefined Needs

Wire
Coffee
Tar
Paper
Porcelain
Cost to build:
Available Population needed:
Construction Time:
4-hour Production Cost:
66000 coins and 155000 supplies
1360
15 hr
5 CA goods and 2400 coins and supplies
POSTMODERN ERA
Goods Building

Tree Nursery
Steel Plant
Semiconductor Factory
Industrial Filter Factory
Genetics Research Lab
Size

6x4
6x5
4x6
4x7
7x4
Produces

Renewable Resources
Steel
Semiconductors
Industrial Filters
Genome Data
-Boosted with

Ebony Tree
Iron Ore
Gemstone
Limestone Rock
Wool
-Unrefined Needs

Fertilizer
Coke
Rubber
Textiles
Whale Oil
Cost to build:
Available Population needed:
Construction Time:
4-hour Production Cost:
79000 coins and 185000 supplies
1530
15 hr
5 InA goods and 2800 coins and supplies
CONTEMPORARY ERA
Goods Building

Magnet Factory
LNG Plant
Plastics Plant
Robotics Factory
Bionics Research Lab
Size

5x5
6x5
4x6
4x7
6x4
Produces

Electromagnets
Gas
Plastics
Robots
Bionics Data
-Boosted with

Copper Ore
Granite Rock
Raw Alabaster
Gold Nugget
Honeycomb
-Unrefined Needs

Tinplate
Explosives
Gasoline
Machine Parts
Asbestos
Goods Building

Magnet Factory
LNG Plant
Plastics Plant
Robotics Factory
Bionics Research Lab
Population

2180
1480
1980
2480
2790
Breaking Happiness

(None)
- 350
- 100
+ 150
+ 300
Cost to build:
Construction Time:
4-hour Production Cost:
120000 coins and 278000 supplies
15 hr
5 PE goods and 3200 coins and supplies
TOMORROW*
Goods Building

Translucent Concrete Plant
Smart Materials Factory
Papercrete Factory
Preservatives Factory
Nutrition Research Lab
Size

5x4
5x5
4x4
4x5
5x3
Produces

Translucent Concrete
Smart Materials
Papercrete
Preservatives
Nutrition Research
-Boosted with

Quartz
Clay
Hemp
Unrefined Salt
Herbs
-Unrefined Needs*

Ferroconcrete
Luxury Materials
Packaging
Flavorants
Convenience Food
Goods Building

Translucent Concrete Plant
Smart Materials Factory
Papercrete Factory
Preservatives Factory
Nutrition Research Lab
Population

2180
3180
2980
2180
1780
Breaking Happiness

(None)
+500
+400
(None)
-200
Cost to build:
Construction Time:
4-hour Production Cost:
153000 coins and 353000 supplies
15 hr
5 ME goods and 3600 coins and supplies
*GBs produce the unrefined needs, hence they produce Modern Era goods in the Tomorrow Era.
THE FUTURE
Goods Building

Earth Science Center
Water Purifier
Algae Farm
Superconductor Factory
Nanoparticle Laboratory
Size

5x5
7x4
6x5
4x6
5x5
Produces

Biogeochemical Data
Purified Water
Algae
Superconductors
Nanoparticles
-Boosted with

Sulphur Blocks
Basalt Rock
Cocoons
Soapstone
Zinc Ore
-Unrefined Needs

Renewable Resources
Industrial Filters
Genome Data
Semiconductors
Steel
Goods Building

Earth Science Center
Water Purifier
Algae Farm
Superconductor Factory
Nanoparticle Laboratory
Population

3620
4920
5020
3220
3620
Breaking Happiness

(None)
+650
+700
-200
(None)
Cost to build:
Construction Time:
4-hour Production Cost:
220000 coins and 481000 supplies
15 hr
5 PME goods and 4000 coins and supplies
ARCTIC FUTURE
Goods Building

Nanowire Laboratory
Transester Gas Catalyzer
A.I. Research Center
Paper Battery Factory
Bioplastics Factory
Size

4x7
5x5
5x6
6x4
5x5
Produces

Nanowire
Transester Gas
A.I. Data
Paper Batteries
Bioplastics
-Boosted with

Nickel Ore
Coffee Beans
Kaolin Clay
Spruce Wood
Pine Wood
-Unrefined Needs

Bionics Data
Gas
Robots
Electromagnets
Plastics
Goods Building

Nanowire Laboratory
Transester Gas Catalyzer
A.I. Research Center
Paper Battery Factory
Bioplastics Factory
Population

4610
4330
5110
4610
5600
Breaking Happiness

(None)
(None)
(None)
(None)
(None)
Cost to build:
Construction Time:
4-hour Production Cost:
293000 coins and 638000 supplies
15 hr
5 CE goods and 4500 coins and supplies





Goods Cost Ratios
Lots of players like to use the cost of producing goods as their currency for trading. By using this ratio, the value of goods in each era are as shown:
Age:BAIAEMAHMALMACAINAPE
Cost1002004008001600240032004000
BA value124816243240









Age:ME
(2400+CA)
PME
(2800+INA)
CE
(3200+PE)
TE
(3600+ME)
FE
(4000+PME)
AF
(4500+CE)
--
Cost48006000720084001000011700--
BA value48607284100117--

So offers on the trading board should look something like this:
-BAIAEMAHMALMACAINAPEMEPMECETEFEAF
BA12/1------------
IA1/212/1-----------
EMA-1/212/1----------
HMA--1/212/1---------
LMA---1/213/22/1-------
CA----2/314/35/32/1-----
INA----1/23/415/43/215/8----
PE-----3/54/516/53/29/5---
ME-----1/22/35/615/43/27/4--
PME------8/152/34/516/57/55/339/20
CE-------5/92/35/617/625/1813/8
TE--------4/75/76/7125/2139/28
FE---------3/518/2521/251117/100
AF---------20/398/1328/39100/1171
(Where [Row of Good's Age] * [Ratio] = [Column of Good's Age], so for example if you got to the PE's row, you will find (for the 3/5 you find under CA) you only need to offer 3 PE goods if you need 5 CA goods)

There is a nice, easy, and quick converter here (in an external site): http://foe.dppro.nl/index.php?l=tools&s=fairtrade





Goods required across the Tech Tree
-BAIAEMAHMALMACAInATOTALS
Stone0256166---175
Lumber2603479---175
Marble2372294---175
Dye0274690---175
Wine0583571---174
Limestone-37028150--251
Ebony-46342140--249
Iron-138247100--242
Cloth-117730130--248
Jewelry-169010140--256
---EMAHMALMACAInA-
Copper--2320150160-353
Granite--460140150-354
Alabaster--1420200120-354
Gold--3041110170-351
Honey--2030140160-350
Brick---4060100220420
Rope---4120110190424
Salt---11100100210421
Dried Herbs---3480110190414
Glass---5080130160420
---------
-LMACAInAPEMEPMECETOTALS
Basalt80160170180---590
Brass5060260210---580
Silk40150210130---530
Talc Powder70140130320---660
Gunpowder50150210160---570
Paper-8012022040--460
Coffee-4017032090--620
Wire-8016025090--580
Porcelain-6016038090--690
Tar-40150320130--640
---InAPEMEPMECE-
Rubber--160260130450-1000
Coke--105180320395-1000
Textiles-
100230300370-1000
Whale Oil--110220430240-1000
Fertilizer--95275160470-1000
Asbestos---3302503404801400
Gasoline---3003802304901400
Machine Parts---3304502303901400
Tinplate---3503402903801360
Explosives---3003303903801400
-MEPMECETEFEAF-TOTALS
Ferroconcrete360250550440---1600
Convenience Food350440400410---1600
Flavorants190320400690---1600
Packaging280300600420---1600
Luxury Materials330380400490---1600
Renewable Resources-300500550450--1800
Steel-380400720300--1800
Semiconductors-340550470440--1800
Industrial Filters-290400750360--1800
Genome Data-200400750450--1800
---CETEFEAF--
Electromagnets--3705458400-1755
Gas--510435915390-2250
Plastics--3605507900-1700
Robots--380500910420-2210
Bionic Data--4005651035420-2420
Translucent Concrete---5107200-1230
Smart Materials---5708800-1450
Papercrete---530775330-1635
Preservatives---3109400-1250
Nutrition Research---480520320-1320
-----FEAF--
Biogeochemical Data----450460-910
Purified Water----380440-820
Algae----460390-850
Superconductors----425460-885
Nanoparticles----465430-895
Nanowire-----0-0
Transester Gas-----0-0
A.I. Data-----180-180
Paper Batteries-----140-140
Bioplastics-----200-200
 
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