Forge of empires guide: fundamental optimization strategies– reviews, cheats, walkthrough, guide –


In Forge of Empires, everybody has his very own optimal setup based on activity (the five minute huts are perfect for earnings at 84 earnings each hour with happiness bonus or 72 earnings without, before you research as much as high mid-life, after which brownstone houses are perfect for earnings at 108 earnings each hour with happiness bonus or 90 earnings without. The very best earnings to date could be estate houses at the end of mid-life with 144 earnings with happiness bonus or 120 earnings without). Very active people would do best using the high rate, low gold coin homes, while more inactive people need to complement the time period of house incomes using their expected activities.

However, layout will be enhanced exactly the same. You need to reduce the quantity of roads you need to put lower (because that space are the best utilized by happiness structures).

Try to place town center within the space that will help you save probably the most space. Usually this really is either dead center with all of roads leading from there, or perhaps in the corner in which you would normally have to invest more roads to create a L bend.

Attempt to stick all your houses inside a double row together with your pottery places.

Also, you’ll always want 40% more happiness than you’ve population to obtain the 120% production bonus. That bonus means that you’ll really lose productivity from getting a lot of houses.

Fundamental example: huts make 6 gold with 100% production bonus, and seven gold with 120% bonus. Huts give 14 population. 1.4 x 14 = 19.6, or perhaps a little over 1 tree/obelisk, or perhaps a little under 1 flower. 9 huts with 10 trees make 63 gold. 10 huts with 10 flowerbeds make 70 gold. Should you perform the same space with 100% happiness rather, you can get 10 huts with 8 trees for 60 gold, and 11 huts with 7 flowerbeds for 66 gold. It accumulates with time!

"The T"

Forge of Empires Screenshot

Remember, that you simply just have some road touching to be able to come with an entire building connected. This enables you to make use of the ends from the roads alongside limitations to squeeze in certain happiness structures. You may also make use of the ends of roads to squeeze in lots of structures (both examples have been in the image. The benefits building is squeezed in to the finish around the globe in the left side from the picture, as i have squeezed in 4 structures around that little road around the right).>


It’s generally better to have your units defend in chokepoints/defensively great places (shrubbery and forests for spear type units) unless of course you’re certain you are able to get rid of the enemy unit in a single round (it is also an advantage if none of the units remain capable of be revenge wiped out). It is because your units acquire one counterattack each, which might mean the main difference between having the ability to let one survive with low health, or getting it die.

After that train of thought, it is best to concentrate on one enemy unit at any given time, to be able to take as couple of counter attacks while you positively can. Bear in mind that just melee units get counter attacks.

It may be useful to mouseover enemy units to be able to get a feeling of what lengths their range is (for melee units). For ranged units, you’ll have to add their range stat for their movement to obtain a feeling of what lengths their attack is.

Should you finish up using a mix of melee and ranged units, bear in mind that using physical barriers (like ponds, mountain tops, and forests) along with good melee unit positioning will keep enemy units from hitting your ranged.

Keep the harm spread around your units. This way half your units will not finish up dead while all of your military is good.

The AI is stupid. Should you retreat your low health units from a melee’s immediate 2-3 tiles, and also you have a full health spear inside a forest, the AI will attack the entire health spear. For those who have a lot of ranged units, however, you can’t retreat far enough, you are able to move your wounded ranged units so far as you are able to, keeping a complete health sacrificial ranged unit close to the melee unit, the melee unit will hit the entire health unit.

This obviously, only works best for melee units. Enemy ranged units target units by low health ranged > full health ranged > low health melee > full health melee (maybe so as of attack weakness? I’ve not tested to determine whether ranged units chosen over hit heavy melee units).

Fundamental Strategies

"The shield"

Forge of Empires Screenshot

Fundamental utilization of physical chokepoints. You stick the spears in-front to trap horsemen and melee.


If you are lower to simply ranged units left, or you have only ranged units near an opponent melee unit, you are able to kite it around.

Mouseover the enemy unit to determine what lengths sometimes it can go, and move one square past that. If you’re able to hit him at that time, attack him. Otherwise keep running before you can hit him.

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Forge of Empires Guide Part 1 – Basics


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