New World Empires Strategy
If you are new to the game, our Forge of Empires Beginners Tips are just for you. We’ve identified the top 8 ways to help dominate from the very start.So if you were looking for the very best Forge of Empires Beginners Tips -you’ve come to the right place. Look no further, these are the Top 8 Forge of Empires Beginners Tips will get you on your way to forging a formidable empire! Tip 1: Optimize SpaceFrom the very beginning it is imperative that you are aware of optimising space. A simple way in which you can do this is to move your Town Hall immediately at the start of the game.First, run through the tutorial with the assistance of Ragu Silvertongue.
This will build your early town and take you to the Bronze Age. It will also set up the key buildings and ensure that you understand the very basics of the game:Once he is finished outlining the basics, click the build button:Now click the move button:Rearrange your landscape so that you have more available space, an example can be found below (moved tree and Hut):Tip 2: Keep Streets at a MinimumIn Forge of Empires, one of the most often overlooked tips is to build as few streets as possible. Streets, not only require resources to be built, but often can prevent space for other buildings. By minimising streets, we are also able to build more cultural buildings which increase the Towns Happiness and do not need to be built next to streets.Tip 3: No Decorations and Minimize Tiny Buildings.To enable our city to gain the best possible advantage, tiny buildings and decorations should be eliminated or at the very least, minimized.
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Cultural buildings provide us with a much better advantage to keep our people’s happiness high (and above 120%). So delete all these types of decorations, or prevent building them, from the very beginning:First, click the build button on the left hand interface, and then the Sell Button.Now sell all of your memorials, pillars and Obelisks:Don’t forget to sell your trees!:Now, with the much needed space, we are able to build Cultural Buildings by click on the build and then cultural buildings button.
Now, build your first cultural building which will be a Theatre:Tip 4: Be Frugal with Diamonds!Perhaps one of the best Tips you will read in this Forge of Empires Beginners Guide! Diamonds are an incredibly valuable resource and can speed our progress through Forge of Empires.
But, they take time to collect through the gameplay or can cost us real money. It is therefore advised to be frugal and to not spend Diamonds where they do not need to be spent.
With this mentality from the outset you will ensure quick progress throughout the game without having pay money to purchase the required Diamonds. As buying Diamonds makes it much easier, this tactic should only be used rarely or only at the users discretion.A simple way to save your Diamonds; never spend them for laziness reasons: Research, Forge Points or Building space.The best use for your diamonds is to buy the last missing blueprint for a legendary building you want to start.This reduces the time to wait significantly! Tip 5: Highlight unattached Units:As soon as you start fighting, it is useful to know what units were produced in Military Buildings, and which are unattached. You will prefer to use unattached units for your city defense and those from Military buildings for your attacks. You will find these options in your settings.First click the settings button:Now, click the box to make highlighting the unattached units active.:Then press “Ok”.
Tip 6: Collect Resources with a Single Click:It is advised to collect your coins and supplies regularly, and you can do this in one click! For this reason, it would be helpful to place all of your housing buildings next to one another:Now, once coins are available, click the mouse button and hold down. Now run over all buildings with coins to collect Tip 7: Mini Game Treasure HuntAs soon as you develop the Fruit Farm, a mini-game will be enabled – the Treasure Hunt!
This is an excellent offer for those who play regularly. If you have the ability to access your computer several times during the day, you can receive serious awards like Blueprints, Unattached Units and Forge Points.
It is absolutely worth the effort!Tip 8: Build ChaletsOur final tip in this Forge of Empires Beginners Guide. You can replace house directly; it is not necessary to remove one house before you build a new one. Replace your house with Chalets as soon as possible. With these it is much easier to provide the population needed with minimal building space.
These chalets are your only house type to the Iron Age. At this point you will replace them with Cottages.With this Forge of Empires Beginners Guide, you will reach the within a few days, and will have the best preparation with what comes next. Now with these Forge of Empires Beginners Tips, go forth, Forge your Empire!If you liked our Forge of Empires Beginners Tips, be sure to read our other expert.(and don’t forget to like us on ).
Civ 5: Tall vs Wide Empires Playstyle Comparison & Tips for City Layout/Empire ManagementThere are two frequently mentioned terms describing playstyle and placement in Civilization 5: Tall and Wide. This Guide will help you understand the differences between them and the benefits of playing with each layout. Civ is a game about exploring and using the land around you to create an Empire that can pursue. So, while you may be inclined to play with only a few Cities, leaving large amounts of land unsettled only invites your neighbors to grab that land and use it against you.Simple Definitions of Tall and Wide EmpiresTall: 5 or less Cities on a standard map, with plenty of land between them to allow for optimal growth. There is little to no overlap in tiles to enable Cities to work every tile within a 3-hex radius. Tradition is usually the best Policy to open with this playstyle.
The Hanging Gardens Wonder is unlocked with Tradition, giving your Capital even faster growth, complimenting the strategy and giving your Capital easier use of Specialists without sacrificing growth early on.Wide: Numerous Cities with some overlap of workable tiles. This playstyle focuses on grabbing up much land and has Cities that do not have as much population but their combined output enables quick production of Military units and comparable Scientific output with enough Happiness to allow growth. You'll be working nearly every tile around, though spamming Cities is not wise as of Brave New World. It is better to choose locations that are at least somewhat desirable. Liberty is usually the best Policy to open with, as it allows for fast expansion by increasing the rate you can produce Settlers in your Capital and the rate Workers construct Tile Improvements.
The Pyramids Wonder is unlocked with Liberty, providing a pair of Workers instantly and giving you another 25% faster increase in Tile Improvement construction. Tradition is viewed as so good that people often use it even with wide play, relying on their first Cities' growth bonuses to help fuel Science and increase income. Either is a valid choice, but very few would use Liberty for Tall play.Adapting to the Map & WarAs for Tall vs Wide, there is no best - often, you'll need to strike a balance between these playstyles.
This means you should never go into a game and say, 'I will have 3 Cities'. You should settle the good lands that offer new Luxuries if they are available, weighing whether it's worth expanding toward a neighbor and causing a. If you have 3 Cities already, and there is large area between you and your neighbor, take that spot that has 2 new Luxuries you don't have or an area with excellent potential for growth because of numerous food resources! Strategic Resources are also important, and may be hidden in areas that seem to have little to offer aside from some Food. Technologies will reveal them and provide the City with Production bonuses later on.In every game, you must adapt. Sometimes you will be crunched and have no intention to War, so you will work with what you have and find that is fine.
I have won games with only 2 Cities, and the may only have full control over one but has the ability to win an easy Diplomatic Victory. Otherwise, if you are crunched and want more land, you will have to war with your neighbors. Scouting is the most important factor to knowing whether you will be going Tall or Wide, and whether you will be forced to fight for land.
You should know what lands and Luxury Resources are available, and who your neighbors are - this is why the first thing you should always build is a Scout, often two, while your starting Warrior sweeps the perimeter around your Capital to determine your first Settlement location.Later in the game, you may end up with more Cities through Peace Treaties or Conquest - choosing to Raze Cities is a smart move when the AI or other players have placed them in bad locations or with too much overlap to let the. Knowing when to Raze and realize a City is not worth keeping even as a Puppet is wise.
You may raze all the Cities around a Civ's Capital and keep that one City with the intention of Annexing it and making it a part of your Tall empire. You may also Raze and place Cities in new locations that are better suited for growth - knocking out 2 Cities to found one really good City that is better than the previous 2 combined.Clarifying Opening Policy ChoicesWhile myself and others will often say Tradition for Tall/Liberty for Wide, there is no one right way to play, and being flexible while adapting to changing circumstances will make you a better player. While most players would recommend / starts, you will not always hear that you should finish those immediately. Some players will take just the Settler from Liberty or get Border Expansion from Tradition then move on to getting a few Policies from or, with the intention of finishing the openers to get the bonus later. In regard to Tradition/Liberty you should always finish them at some point for the big bonuses they provide, while other Policies you may only want to or, getting only what you need out of them.
Generally, it's better to pick one of these two for your start and stick with it until it is complete.Cost Increases per CityKnowing how the game's subsystems work is very important to managing your Empire and deciding what is the best route to take. This knowledge will let you know if settling an area will pay off in the long run. The following metrics increase in cost with each City you own:Social Policies: +10% per City, (not Puppets). This is additive, 3 extra Cities would raise Policy cost 130%.Science: +5% Tech Cost per CityUnhappiness: +1 Unhappiness per Population, +3 per CityRoads: 1g/Road, 2g/Railroad.
You'll need more of them to connect your Cities the wider your Empire.Offsetting Cost IncreasesAlthough costs increase, with a Wide Empire you will be able to offset a good portion of higher Science costs by simply having buildings in those Cities that increase Science and getting more from Population (Library/University). With regard to Social Policy costs, you'll have more buildings that generate flat culture (Monument, Ampitheater) and thus more slots for Great Works to generate Culture. However, you still need Great People to make them, and that is something that is easier to generate Tall - working many Specialists relies on you having enough +Food to support them while maintaining growth. Thankfully, Faith is easier to generate and Religion spreads faster with a wide empire and you can get any of these (Gold, Science, Culture) from Religion, depending on the beliefs you select. Playing a Tall Empire in Civ 5Tall essentially means having fewer (5 or less) Cities with little to no overlap in land. Cities are able to work up to 3 tiles away, but a tile can only be worked by one City at a time. Thus, the minimum placement you would want (exceptions aside) would be to count 7 hexes and place your City there.Here's an example screenshot that I made, just to show how Cities would be laid out for Tall play:Click to Enlarge.
Placing Cities so that they can work all Tiles around will give them maximumPopulation growth potential. Counting 7 hexes from a City is an easy way to do this without Mods.That placement would enable both Cities to work the 6 tiles in between them with no overlap. You can click the screenshot to get a bigger view of the spacing - there are exactly 6 hexes in between.
I counted 7 hexes away and chose that as the place to put the City, based on surrounding resources. It doesn't have to be perfect - it's better to grab a couple extra workable food/resource tiles than to worry about 1-2 tiles of overlap.
You don't just place them wherever you are able. Good City placement is key with Tall, so you would want fertile lands (Food resources or River/Grassland) with some tiles for Production. A City focused on Science and growth would not necessarily care about Production, but does need to be able to construct the buildings it needs to flourish. Thankfully, Farms (with Fertilizer) are eventually able to provide +2 Food even without a River or other fresh water source, and you are able to construct Lumber Mills on Forest tiles to make up for Production in areas without hills.Playing Tall almost always means taking the Tradition Social Policies. These give powerful growth bonuses in the Capital and the next three Cities you place. It also increases border expansion by providing a free Monument (or Ampitheater if you wait to take that Policy) in those Cities.Cities are able to expand their borders up to 5 hexes away, meaning a City with high culture can reach out to grab Luxury and Strategic Resources for your Empire, even if it cannot work the tile.
So long as the tile is improved and it's within your borders, you will get the Resource.Benefits of Playing Tall. Reduced Chance of Diplomatic Penalties from AI Coveting Lands - Land Covetry is a problem with Wide if you have nearby neighbors. You can still have land disputes playing Tall, but they're less likely to be a problem in any given game. Easier to Defend Your Territory - Having just a few Cities to protect means they'll be easier to defend against invasion as your Military will always be closer. The Cities will also have large population, giving them a higher Combat Strength.
Unhappiness is Easier to Manage - Every City you found increases Unhappiness by 3, so you need more unique Luxuries to make a Happy Empire. Tall empires will hit a cap until they get new Luxuries, an Ideology, or a Technology enabling a new building for reducing Unhappiness (Circus, Colosseum, Zoo, Stadium). More Golden Ages - Golden Ages give your Civ a great boost, and playing Tall offers more Golden Ages simply because you will have less trouble maintaining positive Happiness. At times you may need to avoid Growth, but you should find plenty of Luxuries within your area and spare copies to Trade with other Civilizations. Cheaper Science - You may have less Scientific Output than a Wide empire, but Policies are significantly cheaper - when Cities grow really high in Population, either Tall/Wide can easily win Scientifically. Cheaper Social Policies - This one is big.
If you expand too much, you won't be able to adopt policies very quickly unless your Capital is wholly dedicated to producing Great Works by working the three Artists' Guilds. With Tall, you have the extra Population to do that while maintaining growth and Policies are much, much cheaper to adopt. Better Production of Wonders - With a bigger City, you will have an easier time making Wonders. You are also not using as much Gold/Production time to make Settlers so can get the buildings necessary to make a good City before a Wonder becomes available. Tall Civs can take their pick of Wonders when playing on Emperor or below, so long as they are first to the Tech. It gets harder to get early Wonders on Immortal/Deity but when you catch up Scientifically, you are able to pursue mid-late game Wonders.
Cheaper National Wonders - You'll require fewer buildings total to allow your Cities to make National Wonders, and the cost to build them is lower with fewer Cities. With 3-4 Tall Cities, it's easy to throw up a few Opera Houses swiftly then make your Hermitage to boost Culture.Tall Civs ListThe following Civs are good for Tall play.
This list is not exhaustive. There are 43 Civs with DLC and you may find many great strategies for any of them::. Great for a Tall, Scientific Civ. They earn Great Scientists 50% faster - they can also go Wide but should probably have only a handful of Cities so they can work Scientist Specialist slots almost constantly. Get to Machinery for their Brazilwood Camp and enjoy Jungle Tiles that give +2 Gold, +2 Culture in addition to the +2 Food.
Once you have a University, they'll also give +2 Science. An amazing Civ for a Cultural Victory if you can find enough Jungle tiles. Egypt - a Tall Capital with the +15% bonus to Wonder Production from Tradition and +20% Unique Ability will let them win Cultural Victories easily. Their Burial Tomb (Temple) can be used for Wide Play to offset Unhappiness from number of Cities. Ethiopia - They get a combat bonus against any Civ that is bigger than them, a UU that specializes in Capital defense, and their Monument replacement gives +2 Faith to help them quickly get a Pantheon. Double Theming bonuses means you want Wonders, and a strong Capital is needed for that.
Their Chateau will give you Culture that can be converted to Tourism with Hotels/Airports. Good Wide or Tall, they will have less Happiness problems early on when playing Tall. I prefer them Tall, making big Cities that work literally every Specialist slot to reap the +2 Science they get per Specialist. It also works Wide, but overall they are better off with just a few well-placed Cities. I won my first Immortal game with them by doing this. I like Poland Tall, because adopting Social Policies quickly and playing Culturally will result in you having double the Policies of any other Civ in the game.
They can be played Wide as well, given their stable gives Pastures +1 Gold, helping your income the more horses/cattle/sheep in your lands. Siam - Play Tall and work on income to help you ally with City-States. Their University replacement will help your Cities reach out to 5 tiles away faster, so long as you also prioritize Culture in Cities.
This will give you more Resources to trade. Basically a one-city Challenge. You have no choice but to play tall.Playing a Wide Empire in Civ 5Wide is generally more than 5 Cities, with some overlap of tiles.
The strength here is the sheer number of tiles you will work. This can lead to far more Production throughout the Empire and with the right buildings, Scientific output equivalent to that of a Tall Civ. By taking land quickly, you are able to secure many Strategic Resources to make a strong Military, and though Cities will not have fast build times themselves, the overall rate that you can get Military units out will be faster than Tall. They will also be working more Gold-producing tiles to support that larger military. Wide play has fallen in popularity since Brave New World and the most recent patch, but it is still a perfectly viable playstyle that can lead to victory quickly if you manage your Empire well.
Click to Enlarge. Rapidly Expanding can lead to conflict, but can make your Civ powerful later.Wide play often precludes War, which will result in even more Cities for your Empire if you are the victor.City placement is still important when playing wide in Civ 5.
You want good tiles within reach while trying to minimize overlap. At one time, people would spam Cities and crunch them together, but Wide play now involves more thought. The minimum spacing of Cities is 4 tiles away, which is okay - but 5 is better for Wide these days, so that you can grow to greater heights. You must seek out new Luxuries or at least copies of those you already have, while maintaining some positive relations with other Civs in order to trade - else, you will need to do many City-State Quests and give them gifts of Gold to secure more Luxuries. Remember that the AI will gratefully take Strategic Resources that you do not require in exchange for Luxuries at a 5 to 1 ratio.Using Avoid Growth is an important aspect of this playstyle. Some Cities are only going to be there to grab Resources and provide some gold/science. Until you have plenty of excess Happiness, you do not want these Cities to grow too much.
Having a strong Capital is still crucial so that you are able to produce Wonders/National Wonders. The trouble with National Wonders is that they rise in cost the more Cities in your Empire and you must make the required building in every non-Puppet City. Timing may be important - for example you want a National College to improve your Science. You should delay placing a Settler until the building is done, else you will need another Library. If you can buy that Library immediately, great, but it may not be the wisest course since a 1 Pop city with a Library will barely help you. Instead, get the Settler where you want it and wait on that Wonder to finish.While Wide does often mean you are rapidly expanding with Settlers, you can also start Tall and grow through conquest to have a Wide empire. Make just 2-3 Cities, rush to Composite Bowmen and Spearmen or Swordsmen and conquer your neighbors.
Rather than razing Cities, you will keep 2/3 of them as Puppets and Annex the best-placed Cities (generally Capitals). As stated before, Razing and placing a City a couple hexes away is not a bad idea if you can place it better than the other player.If you grow Wide through Warmongering, note the above about Puppets not increasing Social Policy Costs. This is important and why you should keep most as Puppets. You are not even able to check Avoid Growth, so the best means of stunting their growth is to replace Farms with Trading Posts. They are naturally inclined to work Gold-generating tiles, as they have the Gold focus checked by default. Be sure to change this when you Annex a City, and immediately build a Courthouse (or buy it) to stop the additional Unhappiness.
Be sure that City can pay off Culturally, as in if you need extra slots. They will build Cultural buildings - eventually - on their own, and these can be used as well.
Annexing is mainly about taking control and allowing a City to grow, more to boost the Scientific output of that City. Most Capitals are in good spots, and the AI isn't always foolish about where it places expansions, so non-capitals sometimes make good Science Cities.Local Happiness is an important mechanic to understand with Wide play. A City cannot generate more Happiness than it has Population, so if you have a City with a Pagoda, Colosseum, and any other buildings that produce Happiness, it will only contribute an amount up to its Population. This means a 5-Pop City is not able to generate 6 Happiness, but if it does have enough buildings to do so, the next level of growth will not reduce your Happiness.One of the major drawbacks of Wide play is Building Maintenance. You will be paying a lot for it, so it's important you have some Trading Posts around any Conquered Puppet Cities to help with your GPT. In some Cities, it's wise to skip building certain things - for example Military Academies and certain growth buildings. If a City doesn't have much Production, you probably won't care that it doesn't make great Military units, nor would you want it to grow very quickly.
I leave all game settings standard, since I need to try and write for what most people will experience. Sometimes, you're blocked in and need to consider if you will conquer a tough opponent. It's best to do this early-mid game before all Civs are met to avoid negative diplomatic penalties. I guess that's part of the game - do you conquer that neighbor and get more land for your Civ, or do you play peacefully and accept what you have?When playing Tall I hate tile overlap, but need to get over it. I'd rather have 2 great cities that get to work all Tiles than even 1-2 overlapping. This can sort of limit the land you have available. Accepting that a few will overlap may give you more room to plant 3 Cities.
I need to work on how anal I am about that, myself. You are able to force one City to take those tiles (Capital) by locking them, which can avoid any overlap issues if you switch the City's focus. I must have a problem adapting because I always end up playing wide.
I'm just too paranoid that I will miss out on some strategic resource like coal or uranium that I just end up trying to take the whole continent in fear that I will be at another civ's mercy when I need to build my factories to get the ideologies.Playing tall seems like taking a bad bet as to if something like coal or oil will pop up when the tech is researched, while wide seems to increase the chances of having (or getting) those resources.How would you recommend dealing with this problem playing tall? I hate trading with the PC as the terms usually seem very lopsided in their favor. When Tall, I get those Resources via CS Alliances or trades with peaceful Civs. One luxury for 5 of a Strategic Resource is a fair trade. They do demand more GPT of you than they'll give though, that's true.Overall, if it's working out for you going wide, I don't see much of a reason to change - but going for 3-4 Cities with Tradition should work out well for you (at least Scientifically or Culturally) if you make sure to get your Guilds going early and send a couple of Food Trade Routes to the Capital. Did some research, and it appears the formula for SPs is 25+(3n)^2.01 then rounded down to the nearest integer of 5. The old formula was 25+(6n)^1.7 rounded down.
The increase per city was 30% in vanilla and now seems to be 17% and about 10% after representation. Am I missing a patch?
Should it be 10% without representation? It seems that BNW has made playing wide more viable since the increase was cut in half.
This makes sense for balance since they introduced ideologies and would want to correct the formula to account for them.A new city is considered to be making up the difference your civ can produce 10% of the culture/science after it is built. This gets more and more difficult as you get more and more SPs.I also heard that the increase in costs is affected by map size. The bigger the map, the less increase while the smaller the map the greater the increase. Game speed also affects costs and cost increases but I think you covered that in you setup guilde. I wondered why when I did the formula you shared I was coming up with costs of 105 for the third Policy, when it's 60. I did some snooping and find here:actual formula is 25 + (3.
(n - 1))^2.01.You just plug the policy number you'll be working on adopting. If you've adopted 3, you'll put 4 there, subtract the 1. So It makes a big difference in the math missing that -1. I say that for anyone who reads it later, since you obviously know the order of operations.Doing IGE testing I got the first 6 policy costs for 1, 2, and 3 Cities:1C 2C 3C25 25 30 - makes sense as it's rounded down 65 70105 115 125170 185 205255 280 305355 390 425So at least on BNW version 1.0.3.144 it is working as intended and increasing policy costs by a flat 10% per City. It is more noticeable with higher Policy costs because of the rounding.You are right that it's a bigger challenge to overcome the cost of many Cities the higher your Policy count. We are limited in our ability to both operate Guilds and increase Culture through Great Works.
The main reasons wide play is less preferable in BNW are Happiness first, Culture second, with Science being a distant third. It's easy to make up for the 5% increase in Tech costs, but not if you can't grow. The 10% Culture increase per City isn't a big deal, but having a lot more +3 base Unhappiness from Cities (2 with City Connection/Liberty) limits the amount of population you can have in any given City. It's possible to overcome and have a truly happy society, but only later in the game when your Ideology kicks in and you've got lots of Cities with +Happiness buildings from the Ideology. Naturally, the number of unique Resources around is a factor, but generally you are limited in the amount you'll find in a given area.
If playing Wide, I'll use avoid growth to keep most of my Population in the City with the National College to overcome increased Science costs and allow for full operation of Guilds. The expansions can grow when there is excess happiness and later bloom with Ideology.
Of course, with wide, it's also easier to operate Religion because you have more pressure working from your own Cities. It all depends on the Terrain available on a map:).
Inca is a special civ when discussing about Tall or Wide.The UA&UI sync much better with going wide because 1) liberty suffers a lot gold-wise, 2) Masonry-consturction-metal casting is recommended as an early tech path for liberty.However, Inca has a hill bias, which means there is a much big chance that Inca can build city next to a mountain. Super hexagon download. So there is a significant science/turn boost for Inca if progressing to Renaissance through Astronomy(observatory), which is a typical Tradition tech path.Overall, I would say going wide is a safe choice, but try Tall when you're able to leverage the early game advantage (tech-wise) in Tradition and a Tall Inca empire can keep this momentum until later game(unlike the common tradition game).