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General info about Buildings

Buildings are the key to success in Forge of Empires. To build buildings to simply have to open the construction menu at the bottom left corner of your game screen. Buildings are sorted into different categories and you can choose them via different tabs.


Buildings have different sizes, building costs and outcome, which can vary from age to age. You will need to connect the majority of the buildings to the Main Hall with streets, otherwise the construction won’t start and buildings won’t activate. You can move a building around your city grid, but you can not rotate it. You can also sell any building you don’t need any more.


Selling Buildings

You can sell and rebuild your buildings. In order to sell a building you simply have to enter the construction menu and press the icon at the top of your game screen. Then you press on the building you want to sell and a confirmation dialog box pops up, which also explains the amount of resources you’ll get back (of course you will not get back all of the resources you spent to build it). Hint: You will not get back any resources from selling some of your buildings, such as premium ones or Great Building, so be aware of the warning window that will show when you attempt to sell a building.


Residential Buildings

Residential Building is the primary building that provide an amount of population and some coins in a certain amount of time. It is very important as it provides the basic condition in the game, the people and the income. All the residential buildings have different properties like some provide more population but small amount of coins; some produce more coins but provide little population. Some building can be collected in few minutes but some need hours. You need to decide for short term coin production or long term being several minutes compared to several hours. Depends how often you want to be on.


Production Buildings

Production buildings are important buildings that produce supplies, a primary resource. Supplies are widely used to build buildings, to train military units and to produce goods. Production buildings vary widely in size and in building cost. Production buildings, unlike residential buildings, do not produce supplies spontaneously, instead the player has to assign production for the production building. There are six different production time lengths (5 minutes, 15 minutes, 1 hour, 4 hours, 8 hours, and 1 day) that corresponds to different amounts of produced supplies. The shorter the production time is, the more supplies per unit of time will be produced. After production is finished, the player has to collect the supplies.


Goods Buildings

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 vs. Guild warfare. Goods can also be used to negotiate provinces. Goods can be traded with other players. As of today there are 60 different types of goods buildings in the game.

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

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. It is highly recommended to spend some time to plan how your City is going to look to make it efficient. The reason for this is because later on in the game, you'll have a hard time moving things around and you'll end up having to sell buildings in order to relocate another one. Generally, it's a good idea to have your Town Hall in a corner and go from there. The disadvantage of these is not being as flexible as filler space of decorations. You have to plan for them in your lay out. It will be much easier to make your citizens enthusiastic(+20% Bonus to Gold and Supplies) by having a few Cultural Buildings as opposed to having a ton of Decorations, and it looks better! Though it comes with a cost in being more expensive and requiring more space.


Decorations

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. Players may then opt instead for the Cultural Buildings which provide more happiness per tile of space in order to reach the demand for happiness, and to better achieve the 'enthusiastic' level (+20% Bonus to Gold and Supplies). Decorations are small in size compared to Cultural Buildings; most of them occupy one tile only and some others are 2x2. Unlike other buildings, they do not need to be connected to Town Hall. Being small, they are great fillers which do not require much planning of placement but are less efficient overall as cultural buildings.


Military Buildings

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. There is also a fifth slot, but it can only be unlocked through Diamonds. Also take note that the price to unlock slots gets higher the more you unlock. Recruiting units does not affect your Population.


Roads

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. For players' convenience, roads may be replaced with roads of a different type by simply building over the existing road with no need to delete/sell it first. However, roads also give nothing back when sold so try to preserve them as much as possible when placing/moving buildings rather than destroying and replacing them. In the Progressive Era and beyond, some buildings will require a two-lane street instead of an ordinary road


Expansions

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

Great Buildings are special buildings inspired by world history which can be built to provide powerful benefits to the player. Each Age offers two Great Buildings, each one with its own unique bonus, graphic, and space required to build. Unlike conventional buildings which require only coins/supplies, Great Buildings have additional requirements of goods and blueprints which must be collected before the Great Building can be constructed. Once the Great Building's requirements have been met and the foundation laid, it will be level 0 and must be "leveled" to level 1 before granting benefits to the player. For Great Buildings to gain levels, forge points must be placed into them. For each level gained, the inherent bonus of that Great Building increases as well as rewards paid to top donors. At level 10, the Great Building will no longer advance until a full set of blue prints are traded. Once this occurs, a single level will be unlocked - this must be done for each level past 10.


Special Buildings

These buildings are special buildings that have been available for limited periods mostly during events.