Willkommen in der Welt von Forge of Empires. Du startest in einer mittelalterlichen Stadt. Erforsche neue Technologien, baue dein Reich aus und reise durch. an und erfahre mehr über Forge of Empires. Lade Forge of Empires und genieße die App auf deinem iPhone, iPad und iPod touch. Gründe eine Steinzeitsiedlung in dem Online Strategiespiel Forge of Empires, kämpfe dich durch die Geschichte und errichte ein glorreiches Imperium! Worauf.
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They have the ability to fire immediately at the defending army from the very first turn. And they do this with great damage. Despite their power, it is advised to only deploy long-ranged units from the High and Late Middle Ages.
This is because in the early ages, the previous long-ranged units the catapault and ballista are weak and easy to defeat. The buildings to create such units also take up too much room.
When it comes to upgrading, Crossbowmen provide new benefits to archers in regards to damage and also in their defense. They frequently receive a 2-hit just like archers, but sometimes require 3 hits to be destroyed.
The downside is in their range, which is only 5. Archers, on the other hand, have a more promising range of 6. The lower range of Crossbowmen should not distract you however, and once you unlock crossbowmen, they should become your focus.
Sell off your archery ranges and build 3 or 4 crossbow ranges. For the most part, 3 will be sufficient.
At the time in which you unlock Trebuchets, around the late High Middle Ages, you will be presented with the option to either stick only with crossbowmen, or build 2 Trebuchet camps.
Trebuchets prove to be an optimal defending unit. If you want to simplify things, you can decide to remove your crossbowmen and only deploy Trebuchets.
If you choose this method, the recommended setup is 3 or 4 Trebuchet camps. Longbow archers are what you have been waiting for! They have an awesome range of 7 tiles, and even more impressively, they will frequently hit the defending army even if it is moving away.
Compared to crossbowmen they are strong, and are therefore able to take several hits from lower-tiered units and even cannons.
Most importantly, their damage is significant. They add the extra punch required when defending in the Late Middle Ages and beyond. For optimal performance, 3 longbow archer ranges are advised.
Later in the ages, a 4th range might be necessary against neighbors with stronger defenses. It is worth remembering that Cannons are an option and a viable replacement for Trebuchets.
There is however, a disadvantage that arises. Their range is 2 less than that of a Trebuchet. Additionally, Trebuchets have the ability to attack defending units without having to move.
Cannons, on the other hand, are required to move at least 2 tiles to attack defending units that have not moved. This will only complicate matters when there is an 8 vs.
Cannons are stronger than Trebuchets, and therefore have the ability in the Late Middle Ages to perform better than Trebuchets. Therefore, we advise to replace Trebuchet camps for the equal number of cannon camps.
Yet again we are faced with the option to take place in the Ages Tournament. For those interested in competing in both the Late Middle Ages tournament and the High Middle Ages tournament at the same time , keeping 2 High Middle Ages military buildings will be enough to get you through both tournaments.
When it comes to unit reduction, Longbows will be the first to take out after the earlier Colonial Age. This age is difficult, and some regions cannot be defeated easily without Colonial Age units.
These units are durable, even including their short-ranged varieties. These units require many shots from Late Middle Age units alone, and are formidable against all the other lower-tiered units we have fought thus far in FOE.
It is in the Colonial Age that we see a balance between the variety of unit types. Lets run through the units and then the strategies against each one.
The first unit of the Colonial Age that we will unlock will be the short-ranged unit: the Musketeers. These have the same range and movement as longbow archers, but are more powerful in both attack and defense.
For this reason, Musketeers will form the backbone of our Colonial Age army. They will fare very well against the majority of Colonial Age units.
Up next is the infantry unit: Rangers. These will have the same movement as great sword warriors, but most importantly can enforce more damage!
They will gain us a large defensive bonus when up in the bushes, a special ability exclusive to Rangers. A great perk is that they become completely immune to all ranged attacks if they stand in forests.
The only way in which they can incur damage in forests, is if a unit stands immediately next to them and attacks. Consequently, this leads to retaliation damage, so we advise that you first target other units and then target the rangers only once they have moved out from the forest.
A third unit that will be unlocked is a cavalry unit: Dragoons. These are heavier, and have the same movement as heavy knights. Ulitametly, they have the highest defense in the game and are therefore fantastic defensively.
It requires considerable strength to take them down, and since Dragoons can enforce a lot of damage themselves, these units are superb if you choose to use them, but are incredibly difficult to defeat if you if you come up against them.
The fourth unit in line to unlock is the infantry-ranged unit: Grenadiers. These are a unique unit, and unlike any unit that have arisen in FOE up until now.
Grenadiers are infantry units, but will use a ranged attack. Due to this combination, their range of attack is only 2 tiles. They also have a reduced movement of 12 6 normal tiles , but they are tied up against Dragoons when it comes to the highest defense in the game.
The final unit to unlock will be the long-ranged unit: Field Guns. These are insanely damaging. Goods Buildings are buildings that produce goods, one of the main resources of Forge of Empires.
Goods are needed for researching technologies, building great buildings, and for maintenance in the Guild versus Guild warfare. Goods can also be used to negotiate provinces, and negotiating in Guild Expedition turns and Guild battlegrounds.
If you need a specific Good you can trade with other players. Goods Buildings have similar mechanics to those of production buildings.
The player has to assign work to each building by spending some coins, some supplies and from the modern era and later some unrefined goods, to produce goods.
There are four different production rates, 4 hours, 8 hours, 24 hours, and 48 hours, allowing different amounts of goods to be produced.
Cultural Buildings are structures that provide happiness. They work very similarly to Decorations but provides a higher amount of happiness per tile of space in the cost of being much more expensive and must be connected to a path or road.
As with Cultural Buildings, Decorations are building structures which boost a town population's happiness at a comparatively cheaper short-term cost, but they provide less happiness per tile of space.
They are the ideal choice of type in the game's early stages until emphasis on area efficiency becomes more apparent. Military Buildings are buildings that can train Military Units.
Each Building can only recruit one kind of unit. A Military Building has two slots unlocked by default, and you may purchase two additional slots by paying a certain amount of Gold and Supplies.
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Forge of Empires. Oder registriere dich mit:. Mehr erfahren. Browser-Strategiespiele wie Forge of Empires sind etwas ganz Besonderes.V době kamenné postav svou první usedlost v onlinové strategické hře Forge of Empires, probojuj se historií a vybuduj průmyslové impérium. 7/1/ · Military Offense is an essential component in your journey to Forge an Empire. If you are looking for the best offensive army or the best combination of units, this forge of empires battle tips guide is for you. Its all about being selective and not wasting resources and space on military buildings/units that do not offer much in return.