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Efficiency

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Efficiency

This page was created to help you maximise your production of coins and supplies.

Space is a HUGE issue. To get you to save money on needless upgrades just check out the two sections, SUPPLIES & COINS

Please add to this page as you see areas for players to have a better experience.

Maximising Space

Follow this guide to see what you can do to not have wasted space

FOE build

Supplies

A good way to use this table is to sort by what you need. Depending on what you are currently working on you can use this table like this:

  • If you have a total of 6 squares available and just don't want dead space, you should sort by size efficiency.
  • If you have 100 population and you can't stand people sitting around and getting angry, you should sort by population efficiency.

The overall score should be the target, but sometimes that just don't fit your city layout or available population.

The formulas are as follows: 

  • Size Efficiency (SE) = Production / Size
  • Population Efficiency (PE) = Production / Population
  • Total Efficiency Score (TES) = SE + PE
  • Increase = (​TESx - TES(x-1)) / TES(x-1)

Efficiency Table

Name Production
per 5m
Size Production / Size Population Population / Size Total Efficiency Score Increase of output
Hunter 7 9 0.78 28 0.25 1.03 --
Pottery 8 12 0.67 41 0.20 0.86 -17%
Fruit Farm 22 20 1.10 50 0.44 1.54 79%
Blacksmith 5 4 1.25 12 0.42 1.67 8%
Goat Farm 40 20 2.00 122 0.33 2.33 40%
Butcher 30 12 2.50 66 0.45 2.95 27%
Tannery 30 9 3.33 54 0.56 3.89 32%
Shoemaker 40 9 4.44 77 0.39 4.83 24%
Alchemist 30 6 5.00 40 0.75 5.75 19%
Farm 120 20 6.00 269 0.45 6.45 12%
Cooperage 100 12 8.33 164 0.61 8.94 39%
Brewery 80 9 8.89 136 0.59 9.48 6%
Sailmaker 90 9 10.00 147 0.61 10.61 12%
Tobacco Plantation 180 16 11.25 365 0.49 11.74 11%
Clockmaker 60 6 10.00 68 0.88 10.88 -7%
Chemical Plant 120 12 10.00 224 0.54 10.54 -3%
Gunsmith 60 6 10.00 90 0.67 10.67 1%
Ceramics Factory 160 15 10.67 337 0.47 11.14 5

Coins

I have copied and pasted the original page link Category:Residential Buildingshere.

Ways to use this table, let's say you are going from Tile Roofed Houses to the Cottage, and you're doing fine on population. If you look and compare the efficiency, you gain people, but you lose overall revenue per person gained. So holding out for the Framed house might save you some money in the long run.

If you camp out on the game, and can click collect every 15 minutes, then staying with Roof Tile might be best for your style of play. If you are a once a day player then targeting a 4-hour production house might be the best for you.

And perhaps you're like me, and just need more people to advance your town, then just upgrade.

Efficiency Table

The table has been posted here.

Name


Population increase   Production
Coins produced in an hour
Efficiency
Hourly production by 1 population  
Hut 14 72 6 per 5 mins 5.142
Stilt House 22 44 11 per 15 mins 2
Chalet 32 20 80 per 4 hours 0.625
Thatched House 27 32 32 per 1 hour 1.185
Roof Tile House 44 60 15 per 15 min 1.364
Cottage 73 27.5 110 per 4 hours 0.380
Villa * 87 100 100 per 1 hour 1.150
Multistory House * 89 50 200 per 4 hours 0.560
Frame House 67 60 60 per 1 hour 0.900
Clapboard House 111 30 240 per 8 hours 0.270
Mansion * 188 85 340 per 4 hours 1.809
Brownstone House 94 90 90 per 1 hour 0.960
Town House 156 42.5 340 per 8 hours 0.272
Estate House 123 120 120 per 1 hour 0.980
Apartment House 205 55 440 per 8 hours 0.270
Arcade House 155 180 180 per 1 hour 1.161
Country House 207 70 560 per 8 hours 2.706
Gambrel Roof House 259 56.25 1,350 per 24 hours 0.217
Plantation House* 311 165 660 per 4 hours 0.531
Boarding House 380 131.25 1,050 per 8 hours 0.345
Urban Residence* 569 307.5 1,230 per 4 hours 0.540
Victorian House 474 100.83 2,420 per 24 hours 0.213

HAPPINESS

I could copy paste the tables over here for this section, or I could link the incredibly good work that this person did.
Happiness Tables in each of the 3 links on the page.

How I would use this link and the info it provides... stop buying trees!!! save up and buy the bigger thing that takes less total room but gives you MORE happiness.

Critique

SO looking at the following picture, let's see if we can find some areas to improve:

FOE build2

building critique

  1. First thing I notice is dead space. fill it with huts, who cares, make every square of space make you money, supplies, or goods!
  2. Notice that one Triumphal Arc and the 4 Tavern. For the same space as the 4 Taverns you could have 6 arches. 6x190=1140 > 4x280 =1120.
  3. Chalet vs. Cottage, perhaps you are hurting for happiness so that is why the chalets are still there, but  you gain 80 per Chalet, 110 per cottage.
  4. Notice the statues at the end of each road? Those provide double the amount of happiness as road and still allow the road to reach the buildings in question. That's smart thinking!

Now you can streamline your city to maximize your use of space and use of population to net you the greatest overall production.

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