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Efficiency

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Efficiency

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

Space is a HUGE issue.

To save money on needless upgrades, check out the two sections: Supplies & Coins

Please add to this page if you see something where your edits can give players a better experience.

Space

Follow this guide to see what you can do to avoid wasting space

FOE build

Supplies

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

  • If you have a small area, sort by size efficiency.
  • If you have a small population, sort by population efficiency.

The overall score should be the target, but sometimes that just won'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

Let's say you want to replace your Roof Tiled Houses with Cottages.

If you take a look at the table, you will see that you gain people, but you lose overall revenue per person gained. So if you have enough population, you can keep the Roof Tiled Houses and earn more money.

If you spend whole straight hours playing the game and can click collect every 15 minutes, staying with Roof Tile Houses is probally the best option for you.

If you play the game only about once a day, 4-hour production houses might be better for you.

Or perhaps you just need more people to advance your town, then just upgrade to bigger houses.

Efficiency Table

Name

*: Requires Diamonds

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
Note: This table was made by copying and pasting the table from the Residential Building Category, and filtering out the unnecessary info.

Happiness

Shortly said, don't buy any small decorations, bigger things usually provide MORE happines over the same area.

Note: Possible improvements here might be copying the decoration tables over here, or linking the incredibly good work from this page: Happiness, which has tables in each of the 3 links on the page

Critiqueing a setup

Looking at the following picture, we can note several things:

FOE build2

Setup critique

  1. First thing: lots of dead space. Fill it with huts, make every square of space make you money, supplies, or goods!
  2. Notice that one Triumphal Arch and the 4 Tavern. For the same space as the 4 Tavern you could have 6 arches. 6x190=1140 > 4x280 =1120.
  3. There are both Chalets and Cottages, perhaps the owner is hurting for happiness and that's why the chalets are still there, but you gain 80 coins per 4h in a Chalet, whilst a cottage gives you 110 coins.
  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've learned how to maximize your use of space and use of population, with which you can net the greatest overall production.

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