How do criteria-specific rewards work

Honored queens and kings,

For the past few months we've been thinking about what to do with the final browser-only feature: Guild against guild (GvG). Since it was published, we knew that GvG was very complex content - technically and from an operator's point of view. We know this, along with the many problems and lack of scalability, has resulted in GvG being the only feature that very few of you use. Less than 5% of you play GvG, while guild expeditions have 10 times more players. These numbers clearly show that we can do better - our goal is to give you a more accessible, understandable and technically stable gaming experience. Forge of Empires has evolved along with the development team over the past few years, and we want all of the features in our game to please as many of you as possible.

With that in mind, we've raised a few questions that we'd like to share with you as we outline our next steps to improve the overall guild experience:

Would the participation rate improve if we added more GvG cards for “new” ages?

According to our calculations, we can say that this is not the case. We can see from the migration into new ages that the players who play on the "all-ages" map remain almost always the same. Adding additional cards would not increase the number of players. We would also not solve the problem that cards from earlier times are played even less often. So we decided against this step.

Would the participation rate improve if we added the current GvG functionality to the mobile client?

Yes. Would the overall gaming experience be much better than in the browser? Unfortunately the answer is no. Technically, there are too many limitations to provide a compelling mobile experience. So we decided against this step here as well.

Can we improve the current GvG system as much as we need to to deliver the gaming experience we want?

Scalability - When we designed and implemented GvG 5 years ago, it was still completely unclear whether there would ever be ages beyond the future. Therefore, with the introduction of the Arctic Future, the "All Ages" map was added to avoid the problem of an ever-growing game. Unfortunately, adding new cards would mean redeveloping the entire card system, see above for the rest.

Code base - Let's just say it's complicated ...

complexity - GvG in its current form is not easy to understand and not intuitive for players, especially new players. There is no tutorial, it is very exhausting for lower age gamers, and it is not self-explanatory. To name a few weaknesses. If we want to increase participation and make GvG more usable for everyone, we need to make fundamental changes which, as mentioned above, are hardly possible based on the current implementation.

We feel that the right way to go is not to move GvG to mobile, but to develop a brand new guild feature that can run in parallel on all platforms. So we're going to develop a new feature that incorporates some important elements of the current GvG, but we're also going to add extra things and make it understandable and accessible. Beyond that and over the next few months, however, we will be spending additional time improving the technical stability of GvG as the efforts we have put into analyzing the entire topic have revealed some good improvements that we would like to see for the Want to implement players who enjoy GvG.

Overall, we hope you understand our motivation for taking this step. We have spent months validating, reflecting, conceptualizing, discarding and re-thinking and conceptualizing and believe this is the right step.

It is not planned that GvG will be replaced with the guild battles! Both features will continue to be playable!

When designing the new function, we would like to take your feedback into account as much as possible. Therefore we will share the current concept with you.

At the beginning we would like to receive your feedback on the following topics:

1. Are you enthusiastic about this concept? Do you think it's a worthwhile addition to the game?
2. What can be improved? And how?

Please leave your feedback on this thread and we will investigate your ideas and opinions. We collect feedback for the next two weeks (until June 3, 2019), integrate feedback into the concept and share an update with you within 3 weeks (until June 10, 2019). We'll also be hosting a live Q&A on Facebook and Instagram on May 22, 2019 at 5:30 PM CEST (3:30 PM UTC). You can discuss the new feature here. We hope you can understand the reasons for this step and look forward to your feedback. Forge of Empires is played by millions of great players, and together we will make it even better!

Many thanks to Kiwi, gooflab and Juber for the translations!

With best regards,

Your Forge of Empires team
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Guild Battles

In this section we explain the current status of the concept we have called Guild Battles.
Please note that this feature is still in development and not final. This means that we are taking feedback from you, the community, to make some potential changes.

What is the Guild Battles about?

With this new feature, all guilds that want to participate will be distributed across different battlefields. Each battlefield is its own map that contains 5 to 8 guilds.

On each battlefield, the participating guilds fight for victory by holding as many provinces as possible.

Play battles

Each guild starts in a corner of the battlefield with a province that cannot be conquered by other guilds.

Adjacent provinces can be conquered from this province. To take a province, each guild member can click on an unlocked province and either attack or negotiate. These attacks or negotiations will match the current age of the player attacking or negotiating. This allows every guild member to participate.

After a successful fight or negotiation, the guild receives one progress point. These points are indicated by the flag on the province.

The guild that reached the required progress first gains control of the province, while the other guilds lose half of the progress points for the province.

A province that has recently been conquered will be closed to new conquests for a few hours so that the successful guild can receive victory points (see below) and decide which buildings should be erected in the province.

There is no way to defend yourself directly against attacks on your own provinces; instead, attack is the best defense. In order to destroy the progress of a guild from a province captured by your guild, all adjacent provinces of this guild must be conquered.


In Forge of Empires we have a lot of players with vastly different army bonuses. Our goal was to reward fighters who put a lot of effort into it, but also to limit the number of daily fights by each player. To put the possible contribution of all players into perspective and to make it tactical, we have introduced "attrition". Simply to make everyone's contribution relevant and to decide where you want to strategically use your measures!

When you win a battle on the battlefield, you build "attrition"! This is a percentage that influences the (attack and defense) bonuses of the opposing defending army.

Because of this, attacks at a certain point become impracticable as the defending armies become too strong. "Attrition" is reduced back to 0% every day!

Provincial Buildings

Each province will have 3 provincial building slots. Each province building will affect its own or even neighboring province.
For example, these can make attacks from your own province easier or make it more difficult for the opponents to take your own province.

Each member with the "leader" right can access the provinces of their own guild and decide which of the available province buildings should be erected.

Each provincial building, however, takes time to erect and costs goods from the guild treasury. The costs depend on the size of the building.

When a province is taken over, there is a chance that every province building will be destroyed in the process. The remaining buildings will benefit the new owner of the province.

Win a battle & rewards

The ranking list of the battles is regulated by victory points, which are automatically credited to every guild every hour.
The amount of victory points depends on the provinces each guild holds. Provinces in the middle are worth far more points than those on the edge of the map!
You can see the current level of victory points for the battlefield your guild is on at any time. All participants and the current ranking are also displayed.

When a battle ends, guilds can receive different rewards depending on their placement:
  • Prestige for the leaderboard
  • Guild power
  • Each member receives fragments for a completely new, upgradeable building that produces guild power, goods for the guild treasury and forge points

Forge points reward

Aside from the rewards for your guild, there are also individual rewards for participating (by fighting or negotiating). There is a chance to get 5 Forge points!

Leagues system

We will introduce a special league system for this feature.
According to a guild's performance, it can climb the ladder to join the higher leagues.
All guilds start in the copper league and can then advance to the silver, gold, platinum and diamond leagues.

The league of a guild is shown in the global ranking and influences the value of the rewards of their battlefield, so that it is always worth moving up to a higher league. If you do badly in a battle, it can happen that the guild falls again in the leagues!

At the start of a battle, guilds from the same league are selected so that the battles are exciting and fair!

Battles (summary)

If the text above is too much, here is a summary:
  • 5 to 8 guilds fight on their own battlefield for 10 days (and then they get new opponents)
  • Winning or losing a battle affects the league a guild plays in and the rewards members receive after 10 days
  • The league of a guild indicates which opponents you will face in the next battle
  • The winner is the guild that received the most victory points from holding provinces on the guild battle map
  • To conquer provinces, guild members have to fight or negotiate
  • Provinces can be customized with province buildings, which have special bonuses for this new feature
  • All guild members from all ages can make a valuable contribution to their guild


Please keep in mind that these images only show how the feature is currently presented. However, these are still in an early phase and all elements could still change!

Explanation of what you can see:
  • Top left interface: Current league with rank on the battlefield | Current number of victory points | Current degree of attrition
  • Flags: Show which guild is trying to conquer which province and how much progress they have made
  • Colored medals next to flags: show other guilds trying to conquer the province. Only the most advanced guild is shown on the flag, next to it secondary guilds are shown as colored medals
  • Guild symbols: Show the starting provinces of the specified guilds

Below you can see the context menu when you click / tap on a province. It shows all conquering guilds in detail and offers you further options for attacking and negotiating.

Please leave your feedback on this thread and we will investigate your ideas and opinions. You can discuss the new feature here. We collect feedback for the next two weeks (until June 3, 2019), integrate feedback into the concept and communicate an update within 3 weeks (until June 10, 2019). We'll also be hosting a live Q&A on Facebook and Instagram on May 22, 2019 at 5:30 PM CEST (3:30 PM UTC). We look forward to receiving your feedback!

Many thanks to Kiwi, gooflab and Juber for the translations!

Best wishes,

Your Forge of Empires team
Honored queens and kings,

Over the last few days we have collected questions from you, but also from players in the other language versions. We would like to share the answers with you here and set up a small "FAQ" on them. We will update these on an ongoing basis should new questions arise.

Please note, the guild battles are in the concept phase, the functions and the details can still change at any time, based on feedback from the community. The questions were only answered according to the currently planned concept.

Will Guild Battles replace GvG?
No! The Guild Battles will be a new game feature that will run alongside GvG. GvG will continue to be part of Forge of Empires.

Will guild battles only take place on your own world, or, as with guild expeditions, also across servers?
The guild battles will only take place in the respective world and are therefore not cross-server or cross-market.

Which guild goods are paid for and how?
With the guild goods, provincial buildings can be erected in the sectors your guild owns. The required goods are chosen at random and depend on the highest age of the players in your guild. So if, for example, a guild member is in the virtual future, all goods can be used up to the virtual future. If the highest member is in the Iron Age, only Iron Age goods are needed.

The draft says "Guilds that want to participate" - Do guilds have to join the guild battles or do they automatically take part in the lowest league?
At the beginning all guilds are divided into the lowest level and have to fight their way up through the leagues. If a guild is not active in the guild battles, it will be excluded from the battles. To join again, all you have to do is reopen the guild battles and confirm your participation for the next guild battle.

How does attrition work? Is it player or guild based?
Attrition is player-based and so far only applies to fights, not negotiations. Players with a higher attack bonus will be able to fight longer than those with little or no attack bonus.

When is Attrition Reset?
There is still no concrete concept for this.

Does the number of guild members play a role in grouping?
The allocation is only made on the basis of the leagues. So the number of members does not matter.

Are goods from the guild treasury used for negotiations?
No, the player has to use his own goods for this.

Is the name "Guild Battles" fixed?
The name is not yet fixed and can still change.

Will the observatory also have an impact on guild battles?
No, the bonus of the observatory only applies to the GvG.

Are the rewards / points of the guild battles adjusted to the level of the participating players?
The age of the player has no influence. Victory points are awarded per sector based on how long the sector can be held. Rewards are based on the guild's ranking and league at the end of a guild battle.

Will only guild leaders be able to erect provincial buildings or can trusted members do so - similar to GvG?
We will consider a new role that will be specifically responsible for the management of the provincial buildings.

Is there a waiting period for new members?
Yes, new members can only participate in the next guild battle.

Will the cost of provincial buildings prevent small guilds from participating?
If the supply in the guild till is low, the guild will probably not be able to build every building.But this does not mean that they will be completely excluded from the guild battles, since the provincial buildings are not the determining factor.

How do the points of the guild battles work with the GvG points? Do they add up to each other (similar to the guild expedition, which provides additional guild power)?
The guild battles will allow you to gain more prestige points. The points are based on the league of the guild.

Will it be possible to play with alliances or are the guild battles more individually playable?
Guilds can make a non-aggression pact with one another if they are divided into the same battle. However, an explicit alliance system is currently not part of the concept.

The speed of negotiation won't be as fast as an auto fight. How does this influence the decision whether to fight or negotiate?
Successful negotiations are likely to be rewarded with a little more progress points.

How can a small guild with less than 10 players compete against a large guild with 80 players without losing for sure?
The big guild will tend to play in a higher league than the small guild. As soon as the guilds have been divided into corresponding leagues after a certain period of time, the difference will no longer be too big.

How do you ensure that the guild battles are fair in terms of the units used? Will players only be able to use units of their age or units from earlier ages - not like in the guild expedition, where players with units from higher ages can use?
Attrition will control this. A player with units from older ages will probably be able to fight a few more fights, but it shouldn't be a big problem. We'll take a closer look at this should a problem arise.

Are special goods like orichalcum or promethium needed for players to negotiate in the arctic, oceanic or virtual future?
No, special goods will not be part of the guild battles.

Will more guild levels be added? Currently, some guilds have reached the highest level.
Yes, more guild levels will be added.

How much prestige can be gained compared to GvG? Will it be similar, more or less? This will determine how many guilds will participate in the guild battles.
The amount of prestige gained will be comparable to GvG, provided the guilds invest a similar amount of time. For example, a guild in the Diamond League will receive a comparable amount of prestige as a guild in the top 5 in GvG.

Will global chat be added to the mobile version to make guild coordination easier, or will each player have to communicate with the other players themselves?
A mobile global chat will not be added, but from the beta phase we will observe how much communication is really necessary and try to help accordingly.

Is the format of the negotiations like on the map of the continents or like in the guild expedition?
As with the guild expedition, the negotiations will be a mini-game.

In a provincial battle, is one wave of opponents to be expected at a time, or are two waves also possible?
For now, most of the fights will be against a single wave. But maybe there will also be a chance that a fight can consist of two waves.

How many armies are there per province? One, two or eight (GvG)?
Players do not set up defensive armies themselves. The battles must always be played against an army controlled by the computer in order to receive progress points for a specific “flag of conquest”.

What happens if several players (from the same or a different guild) try to conquer a province? Can multiple guilds occupy the same province at the same time?
A progress bar is displayed when several guilds try to conquer a sector. The first player to have a full bar gets the province. Since each player conducts his own battles and negotiations, several players can attack a province at the same time.

Is it true that, unlike GvG, the headquarters do not have to be moved? And that a guild can expand its territory further?
Every guild has a home province that cannot be conquered. So even if a guild loses all other provinces, it still owns that home province. And yes, a guild can conquer any province on the map (except of course the home provinces of the other guilds).

Will there be a minimum number of guild members or can guilds with only one player take part in the guild battles?
There will be no minimum number of members.

What happens if a guild is disbanded after the battle starts?
The guild is removed from the battle in this case.

Will the defending troops be visible (like in the guild expedition) or not (like in GvG)?
As in the guild expedition, the troops will be visible before the battle.

How many battles will it take to conquer a province? Similar to GvG?
This has not yet been determined. As soon as the concept is completely ready, we will look into it.

Is only one army composition set for a certain province (as in the guild expedition) or not (as in GvG with several defensive armies)?
After every battle (regardless of which province was attacked), the next defense army is put together (for you as a player, not for the whole guild). This compilation will remain until you defeat it.
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Hello queens and kings,

We sincerely apologize for being a little late with this info update, but there is a good reason for this.

The feedback and thought we received from each community has been phenomenal. The level of passion and commitment that Forge of Empires shows is something that humiliates us again and again. The level of detail and depth that went into your feedback and suggestions made processing a little longer than we expected. From all of us on the Forge of Empires team: Thank you so much!

Before we give you another update, here's an important note about one of your most common concerns:
GvG is not removed. Please don't worry about that.

Now back to your feedback and the things we've been thinking about:

  • The feature should enable small and large guilds to compete fairly against each other.
    • There have been several suggestions on the subject, and we think the following approach is best: It takes a lot of effort and skill to successfully run a large guild, and battles should be worth the extra effort. This means the more members a guild has, the more likely it is that it will advance to higher leagues. Thanks to the league system, guilds only fight against guilds of the same strength, so smaller guilds fight against other small guilds.
  • Individual members should be able to decide for themselves whether they want to take part in guild battles.
    • We believe this will limit access to the feature. If a member misses the time slot to participate, we will block them from battles for up to 14 days, which is undesirable. Conversely, if a guild has multiple members who can register on behalf of the guild, all guild members can participate as they see fit. All guilds can compete with each other regardless of their size.
  • Attrition should also apply to negotiations.
    • Thanks a lot for this. We are absolutely united on this and will use a certain amount of attrition in both the negotiations and the fighting.
  • Attrition reset should not be set at a fixed point in time, but rather decrease over time to avoid problems comparable to the daily GvG calculation.
    • We don't see any similar issues at this time. We are developing the feature from scratch based on our latest standards. That said, we are very confident that we can provide the technical structure required for this role. If the concern is because there is activity only at the time of the reset, then it is strategic. You may want other guilds to take their actions first so you can take action later. However, we will watch the behavior in the beta and see if we need to make any changes to this system.
  • Random goods for buildings could be a problem for many guilds.
    • We believe that at a random cost, there will always be some buildings for guilds to build. After looking at the guild coffers in all language versions, we've seen that many guilds have loads of goods from many eras, so we don't expect this to be an issue.
  • The level of progress towards taking over a province ("development") should be different for each league.
    • Thanks again for the feedback, we had a mechanic like this in mind, and your feedback helped us commit to it. A different amount of "development" required per league ensures that the pace (how often the provinces change hands) is about the same in all leagues.
  • The Reinforcement Pool Bonus should have a role in the battles.
    • We'd prefer to keep it separate as GvG and Guild Battles are very different features that we don't want to mix up. However, we'll see what we can do in the future when it comes to adding certain bonuses to the Guild Battles feature.

Things we'd like to look at later:

  • Add an alliance system!
    • A good idea, but we can't add this for the first version, it could be an interesting addition later.
  • Contribution and progress tables for guild members
    • This is a good idea too, and we may want to add it to the battles later.

Things We Refused:

  • It would be boring to only attack sectors that are adjacent to the unprotected sectors. You should add something similar to HQ Shift in GvG so that the guild can move forward a little bit at once. And it could also lead to the possibility of developing strategies other than just advancing as far as possible from one point.
    • We're designing the map so that this won't be a problem as all players in the provinces of lower value start on the outer ring and try to move inward. There are always several options available (both light and heavy).
  • Allows guilds to choose their starting location.
    • This shouldn't be required as we are designing the map so that we can provide a fair basis for each round. All guilds have a fair and evenly distributed starting place.
  • Add worldwide leagues
    • Definitely an interesting thing for the future ... Unfortunately, this would be a major technical challenge at the moment. Guild Expedition Leagues only post points on servers that aren't a lot of data. If PvP data is sent in real time across multiple servers and an attempt is made to keep everything synchronized, the range of functions is significantly expanded.
  • Adds fog of war and scouts
    • There are already some strategic uncertainties in the function. We even discussed this point internally, but deviated from it with the first version that we want to deliver to you.
  • There is concern that players need to be online 24/7 to protect provinces etc.
    • The actions of the players are limited by attrition. As soon as this upper limit is reached, no more actions can be carried out that day without incurring significant costs for units or goods. So there is no longer any reason to "watch" the battles. It is also the performance over a period of combat that counts, not the actions of a single day.

What happens next?

  • In short: we will develop the feature.
    • We'll start developing Guild Battles very soon, with the aim of releasing them to our beta server later this year. It will take a longer testing period than normal to make sure we're getting everything right for live release. In the meantime, however, we'll keep you updated on our progress and give you some insight into the feature. As soon as we get closer to the beta release date, you will also receive more information on how to use the battles on the beta server.

Of course, we look forward to your feedback, which you are welcome to leave here. Discussions on the topic are also very welcome, which you can lead here.

Best wishes,
your Forge of Empires team