Reviews forge of empires8/26/2023 ![]() Our units were primarily used on the PVE campaign map, each region would be defended by a specific garrison of enemy troops comprised of particular unit types the problem is that very early on we were going up against Warrior units that were ridiculously hard to defeat and they could kill our early Slingers and Spearmen with ease. Most early techs cost around 5 points so realistically we could unlock 2 techs in a day, which would be divided up into new buildings and, more importantly, new troops. More roadblocks came in the form of Forge Points, which would replenish once per hour to a stored maximum of 10, or you could spend gold to buy one (which increase in cost, so it became way too expensive for us). It’s a really backward system that honestly felt like the developers had made early gameplay really annoying and demanding, then the more you played the game they rewarded you with. We had a few of them on the go (which took a while to save for and then build) but ultimately this meant we would have to click them every 15 minutes to maximize our gold income, which is crazy because there just wasn’t enough to do to keep playing for 15 minutes as other elements had way longer timers (such as how long it takes to produce Slinger units, or earn Forge Points) so you would literally have to just check in every 15 minutes just to get the gold.Īs you unlocked new technologies you got more gold that was produced after a longer cooldown (our Chalet produced 80 gold after 4 hours), which would mean not having to check in as frequently. Building houses in itself took Gold and you only earned the gold by clicking on the house when it had completed its production: 11 gold coins every 15 minutes from our stilt houses. The way the game is laid out is a milestone based linear progression that constantly put’s roadblocks in your way limiting what you can do, and it feels like you face these in one form or another constantly.įor example, building resources come mainly in the form of Tools and Gold, we pretty much had more tools than we knew what to do with but gold was slow to come by, through completing quests (which after a while really slowed down) and as a production resource from housing buildings. In the process we’d earn Forge Points over time to unlock new technologies granting new buildings, features and military units. The basic premise is just to build up your city as best you can and conquer a PVE campaign map advancing across it with your military and taking over various new regions to gain rewards. Knowing we’d have to do this didn’t really make things any easier, we still found the gameplay design quite frustrating and even from the first ten minutes already felt locked in a grind. With that in mind we untypically spread our own play session out over a few days, knowing the game is impossible to simply sit and play for an extended two hour session as we normally would. It’s the kind of game that you jump in and out of, grabbing gold and tools from your production buildings, queuing a few builds, completing a few actions until there’s nothing left for you to do, then logging out again until the timers reset on everything and you can do it all again. In many ways we came to the game new, but we also had a firm idea of what to expect staggered short gameplay sessions with long queue times. Having already experienced some of InnoGames other titles (Tribal Wars, Elvenar, Grepolis) it’s fair to say that there’s a lot of recycled elements of gameplay seen between the different MMOs, whether taken from their earlier games and put into Forge of Empires, or taken and put into their later titles with the likes of Elvenar. It’s an older game that’s been around for a couple of years now, with its initial 2014 release, and whilst graphically it shows, from a mechanics point of view it’s still quite current following the trend of a lot of other city builders. Recently we checked out with fresh eyes InnoGames’ Forge of Empires, a free to play city building browser MMO where we had to earn resources, currency, complete quests and establish our own tribal settlement that would ultimately progress through the ages, from Bronze Age to the future era.
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