![]() ![]() ![]() However, it uses less than half as much space (4×4=16 vs 6×6=36 squares). The Lighthouse, for example, produces 12% less goods than St Marks. Likewise, the space needed is also a big factor. So is the Deal Castle 267 times better than the Tower? Probably not). ![]() Building the Deal Castle though, requires Colonial Age goods that would require 800,000 each in supplies and coins to produce. (A Tower of Babel, for example, costs the equivalent of 3000 coins and 3000 supplies to produce the 150 Bronze Age goods needed. In part, this is because the initial resource costs of GBs go up significantly – by nearly a factor of 3 for each age. It’s difficult to figure out exactly how much though, and whether the difference is fair or not. On reviewing their benefits, it is clear that some ARE better than others. In effect, they are like large Premium buildings (often much better!), which makes sense given that many were at least partially bought with diamonds, and/or require a LOT of investment to complete. Great Buildings are definitely better and more interesting than regular buildings. Put up a little something something, for everyone and be the store everyone else shops at.Forge of Empires Great Buildings Values Analysis by davidb3 Just keep building your totals, trying to keep the number of all 5 goods in each age about equal. When they do get taken, put up some more. Put up a whole bunch of trades and let them sit for others to take. If you only trade your 2 boosted goods for everything else, your trades are only good to those few players who need those two goods and have two of the other three in abundance. This will make your trades accessible to the maximum number of players, a little something, something, for everyone. Then when you have enough goods, trade them around at 1:1 until you have 50 of each current age good. If you have the pop, build 2 of each boosted current age building and one of the previous age. Your first goal should be to produce an excess of the 2 boosted goods from the last 2 ages. Those 10 IA goods traded down to BA, becomes 20 goods, a 24 hour production. 5 EMA goods, which take 4 hours to produce becomes 10 IA goods, and 8 hour production run had they been produced in IA buildings. Keep in mind that when you trade down at 1 for 2, every good you make doubles in number. Keeping 2 ages of boosted goods buildings is a good idea. ![]()
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