Guild Battlegrounds is a new feature which is currently being tested on the Beta Server. It will not be a replacement of GVG. Both possibilities to compete with other guilds will coexist. It will be published on all player worlds when the test is completed successfully and will then be available for desktop and mobile. Be sure to read to the end where we will be sharing the YouTube Video that goes along with this transcript. Players who are part of a guild and have researched the Military Tactics technology can participate in Guild Battlegrounds.
All guilds will be assigned to various battlegrounds. Each battleground is its own map that holds up to eight guilds and will last for ten days.
Within each battleground, the participating guilds will fight for victory by holding as many provinces as possible for as long as possible. You will find a new building in the northeast of your city which can be used to access the Guild Battlegrounds. A new map opens with a number of provinces. Each guild starts at the edge of the battleground map with a province, which cannot be conquered by the other guilds, called the headquarter.
Starting there, the guild can conquer adjacent provinces. Every guild member can click on an eligible province and either perform a fight or a negotiation. I am in the Contemporary Era and therefore I get opponents matching this. If I would negotiate, the required goods are those a player in the Contemporary Era has to expect when negotiating in the guild expedition. After completing the fight or negotiation, the member will provide his guild with one or more advancement points, which will be visualized as a conquest flag on the target province.
The first guild to accumulate enough advancements will gain control over the given province, whereas all other guilds that tried to conquer it as well will lose half the advancements that they have made towards that province.
Apart from rewards for your guild, there are also individual rewards. Whenever you contribute an advancement by fighting or negotiating, there is a chance to loot some Forge Points.
The looted Forge Points will be added to the players Forge Points bar, in the gold league I received 5 forge points every once in a while. Guilds can only attack provinces which are adjacent to one of their own.
With each won encounter, advancement points are gained. The guild with the highest amount of advancement points in a province will have its conquest flag displayed in the respective province.
Other guilds having advancement points in a province have their shield displayed next to the conquest flag of the leading guild. The bigger the darker part of that flag gets, the closer the guild is getting to conquering the province. The amount of advancements needed depends on the league. Higher leagues need more advancement points. Initially our guild has been placed in the gold league.
Based on this we have a target of points.How to Make Unlimited Goods in Forge Of Empires - Using Recurring Quests, Chateau, and Arc in FoE
A province that was just taken will be under lock-down for four hours, giving the new owner some time to get victory points.For part one intro guide of the series, click here. For part two strategy guide click here. For part three, we want to demonstrate how we applied our own strategy and how this looks in the game. Hints are useless if they cannot been proofed in the game. On the German server Noarsil, we are a member of the guild Musketeers.
Although we are ranked as number 5 we have to start in the gold league as our member list is only half full. The number of active players is the most important influencer in guild battlegrounds. Of course we want to demonstrate that a small, but very active guild can be successful on the guild battlegrounds. The guild asked Rote Feder and us to coordinate our activities as we already made first experience on the beta server.
We started with sharing some first strategic thoughts with all guild members, and we created 2 new threads:. The other one always defines our current or next target sector.
All members are asked to attack only this one target to concentrate our power on that. As recommended in our guild battleground strategy guide, we first attack the sector towards the center of the map, which is C3; Yeraim in our case. We build a siege camp there and finish it immediately. The effect is that we suffer less from attrition when attacking the next sector towards the center of the map. Speed is important as we want to reach the center before other guilds do that.
As a result the next sector, C2: Tayencoria, is conquered quickly. There we build traps and finish immediately another siege camp. This way we succeed to conquer the first sector in the center of the map very fast.
Next we try to be faster than the red opponent and attack the next sector in the center D1: Brurat. Each sector is safe for the next 4 hours. As we have a friendly relationship to the red guild we do not construct a building that increases the difficulty to conquer this sector. It would be great if the red guild finishes guild battlegrounds as second, behind us. But there is no fixed agreement for this. Now we can conquer the third sector in the center, which was less urgent as the orange opponent still is far away from the center.
There we build banners to maximize victory points. When we conquer the 4th sector in the center it becomes obvious that we started much faster than all other guilds.
Forge of Empires Guild Battlegrounds – First Day [Part Three]
We took advantage from the fact that many players have other priorities at 8 in the morning, e g a job. But after conquering 6 sectors 18 guild member, half of our active players already used there possible battles. This is based on my assumption that each player will win 30 battles. And the day is still long. It is before 9 in the morning. We should wait until we can win back the sectors in the center of the map later, which we expect to happen at 6pm.
But as guild battlegrounds are a new feature and everybody wants to see how it works, so more sectors are conquered fast.
Again we benefit from the siege camps that we constructed earlier.Ah yes, the biggest nuance to the strategy of Battlegrounds : the buildings you can place on the sectors. Buildings are important because they can change the flow of the map, or the flow of your victory points or both. The real kicker is the cost for them, though. Any GvG guild leader will tell you how easy it is to quickly deplete a guild treasury without noticing. Having a steady flow of goods into the treasury is going to be important now.
GBG is more like GE in that it matters what era your players are in.
Unlike GvG, there is currently no use for medals but that may come, you never know. GE also uses those higher eras, but again at very minuscule rates. How much of each good it will use though is the tricky part.
This is straight from the Inno Games forum on what goods will be required for the buildings:. If a guild has two members, one in Iron Age and one in Colonial Age, then only goods from those two specific ages will ever be asked for.X xxiv xv review
This means that the goods will be random, but weighted. One building could ask for goods from Iron Age, Future Era, and Virtual Future if you have members in each of those eras. Speaking of, each building will cost three typically different types of goods, in varying amounts. The total number of goods required per building remains consistent though. So if a building costs 3, goods to build, it might be 1, of Goods 1, 1, of Goods 2, and of Goods 3.
Sometimes, not often, the quantities will be dispersed between two types of goods instead of three, but the total needed still remains the same. There will be two main ways to get goods into the treasury, and both are going to be valid for this:.
It takes fragments to get a level of the building, but you earn the fragments through successes in GBG at random, and the whole guild each earns fragments at the end based on where you place in the rankings.
SoH will have five levels to it, and it gets better with each level. The amount of goods it produces though cannot compare to a GB or to individual donations, but on the flip side it can stay in a specific era AND you can have multiples. The biggest thing to remember when building these buildings is that once you select to build them you can never recover the goods spent. Deleting the building before its finished gets you no goods back. Losing a sector to an enemy means they could get the building for free.
Not all sectors can have buildings, and some can have multiple. You will know by clicking on the building button to look. If the button is grayed out then no buildings can be built on the currently selected sector.
Yes, you can build multiple of the same building on a sector, and yes the bonuses of them do stack. So, what are the buildings, what do they do, and how much do they cost? As in… literally, the game might ask you for more of a good than is in the treasury.Bifen it hose end sprayer setting
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There are two reasons for this: 1. There are so many other things in the game already and we didn't want to make players feel required to invest too much time with this new feature. How would the small guild member who "only" contributed up to 20 attrition feel in comparison? So this attrition change was two ensure two things: 1.
Keep a relative even ground between a low-end player and a high-end player, so that both can still make a difference for their guild - of course the high-end player should be able to contribute more to be rewarded for having a stronger city.
Improve the balance between negotiations and fights, as we saw that negotiations were too attractive compared to fights in the lower and middle attrition levels.
Forge of Empires Guild Battlegrounds – Strategy [Part Two]
TwoRivers Steward. I quit once because of a lack of a real endgame. Genco Abbandando xivarmy I'm still not convinced that raising boost is now pointless.Please note that this information is second hand information issued by InnoGames - the game developer. Any questions or complaints are best handled by contacting them. We are happy to announce the arrival of our new PvP feature: Guild Battlegrounds! This feature has been running on Beta server for fifty days, where we received a lot of feedback and suggestions from our community.
Each comment has been taken into consideration and forwarded to our developers, who tirelessly worked to deliver the Guild Battlegrounds in its most polished form, providing you a new functionality, that is both easily accessible and competitive.
Therefore, we hope you enjoy the Guild Battlegrounds experience as much as we do! Every 14 days, guilds will be matchmade into a battleground that lasts for 11 days. Those guilds fight for provinces on the map, as these generate victory points to become the best guild in the Battleground.
Moving up a league also means that the Battlegrounds will become even more challenging, as your guild will face more competitive rivals as it advances. Provinces can be conquered using stand-alone battles or negotiations. Progress made on a province is shared throughout the guild, so teamwork is needed to stifle the progress of enemy guilds while claiming provinces for your own.
When the battleground ends, guild members earn a reward according to the performance of their guild and their current league. Being part of a guild and researching 'Military Tactics' are the only requirements to access the Battlegrounds building that's located northeast of your city limits. Each Battleground match will be formed by a map with guilds that will battle against one another for 11 consecutive days. The map consists of a fixed number of provinces.Live non stop amharic gospel mezmur please
Each guild will be initially placed at the edges with a province and an included HQ the map distribution should provide as equitable distance as possible between guilds. These main provinces, in turn, can not be conquered by other guilds. Upon completion of each battleground, there will be a 3-day break for the guilds to rest, collect their rewards and make preparations for the next Battleground.
The guild score will then be updated, and its members will see if they have increased or dropped their progress in the League System. Newly arrived guilds will always be positioned in the Copper league. When the feature arrives however, every existing guild will be given an initial league allocation.
This will be calculated according to the average activity and members count per guild. The purpose is to start the feature with more appropriate battleground instances, while your actual performance within the feature will reflect your true league rank after a few seasons.In the second phase of the Guild Battlegrounds on the beta server, the announced buildings have been added:. These can be constructed in the provinces. The number of buildings depends of the location of the province.
The headquarter and the connected provinces at the border of the map do not allow to construct a building there.
Other provinces allow up to 3 buildings. The province buildings provide possibilities to make it more difficult for opponents to conquer a captured province, to make it easier for the own team to fight in adjacent provinces and to receive more victory points from conquered provinces. As these buildings have to be constructed several times during the 11 days of each tournament, the number of goods sums up and the guild treasury shrinks accordingly.
This is mainly important against opponents of the same strength. But after a while players started to think about expenses and finally mainly the cheapest buildings were constructed.
All buildings require a construction time, some of these even more than 4 hours. This means that the province can already be lost again when the building is completed.
In that case you would have constructed that expensive building for your competitor. With 50 diamonds the construction can be completed immediately. This helps a lot, but during a long challenge this might become expensive. In the first 11 day tournaments it became a successful strategy to start with attacking the first sector in front of the headquarter towards the center of the map and to build a Siege Camp there immediately.
When the next sector in the direction to the center of the map is attacked, this already provides a significant advantage. Also this sector is not getting lost often, so that the investment will pay off during a long time.
The 3rd ring of provinces is attacked a lot. These provinces change the owner very often, usually several times every day. But it makes sense to construct up to 3 buildings here as these sectors enable the access to the important center of the map and can provide advantages for attacking these. The offensive buildings Watchtower and Siege Camp can be built here as well as the defensive buildings Outpost, Fortress, Decoys, and Traps.Guild Battlegrounds is a feature which was introduced to the game by InnoGames on 14th November It is envisioned as an alternative guild feature to Guild vs Guild.
It is also an attempt of bridging the gap between mobile and desktop players. However, it is not a replacement of Guild vs Guild and both will exist side by side. The only requirements for participating in Guild Battlegrounds are that the player must be a part of a guild and has to have researched the Military Tactics technology. In a nutshell, all guilds who want to participate will be match-made into various battlegrounds. Each battleground is its own map that holds five to eight guilds and will last for 11 days.
Within each battleground, the participating guilds will fight for victory by holding as many provinces as possible for as long as possible. Once the player has researched the Military Tactics technology and is a part of a guild, the Guild Battlegrounds can be accessed by selecting the Battleground building located at the north-east corner of the city. The player will then be transported to an island nation, which contains a fixed number of provinces.
Five to eight guilds battle each other for 11 consecutive days. Each guild starts at the edge of the battleground map with a province, which cannot be taken from them, called the headquarter HQ. The distance between neighboring guild headquarters will be about the same.
From there, the guilds can start conquering adjacent provinces. Every guild member can click on an eligible province and either perform a fight or a negotiation. These fights and negotiations will always match the era of the player who performs it. After completing the fight or negotiation, the member will provide his guild with one or more advances, which will be visualized as a conquest flag on the target province.
The first guild to accumulate enough advances will gain control over the given province, whereas all other guilds that tried to conquer it as well will lose half the advances that they have made towards that province. Guilds can only attack provinces which are adjacent to one of their own.
With each won encounter, advances are gained. Other guilds having advances in a province have their shield displayed next to the conquest flag of the leading guild. The closer the guild with the highest progress is getting to conquering the province, the higher the strength of the displayed flag will be.
When a certain amount of advances is reached, the province will get taken over. The amount of advances needed depends on the league - higher leagues needing more advances. A province that was just taken will be under lock-down for four hours, giving the new owner some time to get victory points or build sector buildings.
During lock-down, no guild can progress their conquest flag further in that province. Any guild member can tap on a province to bring up its window.Magi season 3 2018
There will be two options for earning points available there - Attack and Negotiate. Both the opposing army for attacking and the goods required for negotiation will depend on the player's age similar to Guild Expeditions.
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