Willkommen in der Welt von Forge of Empires. Du startest in einer mittelalterlichen Stadt. Erforsche neue Technologien, baue dein Reich aus und reise durch. Im Browsergame Forge of Empires erbaust du deine eigene Stadt und erfährst Geschichte hautnah von der Steinzeit an durch die Jahrhunderte. Build an Empire Through the Ages! Forge of Empires is a free-to-play, mobile and browser-based online strategy game where you can take.
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Fortsch Of Empire Browser-Strategiespiele wie Forge of Empires sind etwas ganz Besonderes. VideoForge of Empires ANFÄNGER GUIDE -- Der Weg zum eigenen Imperium!
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Oder registriere dich mit:. So sit back, grab a cup of coffee and read through this walk-through on what units will help you in forge of empires.
At the start of Forge of Empires, there is very little choice in which units you can deploy. Spearmen are optimal for two reasons.
First, they are cheap and secondly, they can be replaced in as little as 25 seconds. We must be aware that because they are melee units, they are most at risk from retaliation damage.
For the most part, a great combination is an equal balance — 4 of each: 4 spearmen and 4 slingers. In some particular instances, 8 slingers will prove an optimal setup.
As these are relatively weak you will find that this will not always work. Ultimately, no more than 2 spear fighter barracks and 2 slinger ranges will be necessary.
Once you have progressed enough and move into the Iron Age, one of your main priorities should be to unlock archers. With as little as 8 archers in your offensive army, you can overcome the majority of foes in the PvE map.
If deployed appropriately, they can even defeat units from the High Middle Ages. This makes them worth the investment early on in Forge of Empires.
Perhaps the biggest perk to Archers, is that the buildings in which they are deployed from, archery ranges, only takes up 4 squares of space per building.
We can easily fit several archery ranges into our city, easily, and without cluttering the landscape. If you decide you do not want to participate, swap these ranges immediately for 4 archery ranges.
This will keep you as a force to be reckoned with until you manage to unlock the crossbowmen in the High Middle Ages. Please do note, there are 1 or 2 battles that you need to face in the Continent Map that cannot be beaten with just an 8 archer army.
For these battles, we advise long-ranged units. The Early Middle Ages tournament. Forthose wishing to participate, a single mounted archer range will be sufficient.
You can quite simply get away with putting one mounted archer in your army, along with 7 archers. The three most important things to note: mounted archers are very weak.
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.
Also take note that the price to unlock slots gets higher the more you unlock. Roads are essentially a city's 'power lines'.
With the exception of the Town Hall and decorations, all buildings must be touching a road that is connected to the Town Hall in order to produce coins, supplies, train military units, etc.
Any building not touching a road with at least one of its edges will display a graphic of a broken chain above it and will cease all productivity.
In the Progressive Era and beyond, some buildings will require a two-lane street instead of an ordinary road.
Expansions allow the player to enlarge the building area of city. One expansion unlocks an area of 4x4 tiles that has to be placed adjacent to the current building area grid.
There are three ways to expand the building area: by paying with coins, by medals, or by diamonds. Expanding is crucial to increase supply and coin output.
The player starts the game with 16 4x4 tile expansions. Great Buildings are special buildings inspired by world history which can be built to provide powerful benefits to the player.
These buildings are special buildings that have been available for limited periods mostly during events.
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