

We go from one age to another, crossing the various key periods in the evolution of human societies, with the great technological discoveries, both civil and military. The more we evolve over time, the more our city grows. This is where we learn to place buildings, collect money, goods and raw materials. We start very small, with two or three huts in the Stone Age. it has its advantages, as well as its disadvantages. Forges of Empires is no exception, most of the strategy works for the long haul. The goal is, as in many other strategy games, to develop a base, to make it economically viable and to defend it from possible villains. Personally, the lack of quest mechanics info is the only thing I've found frustrating about this game, everything else is awesome, but I've been wanting to at least TRY a new city with elements of HQ and Glarg's GB guide, but have had massive troubles getting the side quests to kick in at all! I don't mind not getting them straightaway (i.e.I like to play from time to time Forge of Empires, a very nice browser game and I suddenly wanted to tell you about it. Players can always make a choice how they want to play! It should be up to each individual. If Inno's devs DID publish detailed quest info (including triggers and city conditions) then all possible info would be accessible by players!! It would then be down to CHOICE - if a player WANTS to start a city following specific walkthroughs/strategy paths they can (OR NOT!) at their leisure. Being privvy to game mechanics only makes these games richer - advanced players can WIN BETTER and FASTER with knowledge of things like unit counters etc. Like FoE - huge fan-based forum and guide resources, Unlike FoE - supported by Blizzard (they don't have to do any work - the fans do it, but are supported by Blizzard dev's in terms of official canon and game mechanics). Look at Blizzard's franchises of Warcraft, Starcraft, Diablo for example. Click to expand.I couldn't disagree more.
