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[Guide] Higher Age Units Guide v2.20

RichinZhills

New Member
Made it, but no Che yet :) I'm locked on my Quests, if I do any research I pop up in EMA which I don't want to do, still milking Iron for my GB's and just ease of game. Negotiated two sectors on each Province, kept cycling through my RQ. So going to wait a while and tag back in when I do go EMA. I don't want to negotiate too many of Che's as that will mess up the actual questline to get the MG team.
If someone does try this, possibly save more of your Bronze & Iron techs. You'll at least need to get past the Culture Building research to pass where I am. Could be you also need two RQ slots. To tell the truth, not even sure how you guys figured out the whole Truth or Dare? thing in the first place!
Have to see how the new GbG works against the HT's. I've been seeing a lot more critical damage in the low attrition ranges, sometimes even under 10. My HT drivers just love parking outside of the planes so Arty gets free shots.
 

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hippobuttamus

New Member
I started on a new world for testing.
i'm in bronze age and am only learning technologies when asked.
i completed up to Research Another Technology ( which is the 17th quest in Bronze age) and i unlocked Cultivation
:.. so in bronze age i have only learnt Stilt houses, Spears, Pottery, The Wheel, Construction, and Cultivation.

the next quest is supposed to be The Mysterious Begger ( which is the start of the Oracle GB quest line) but i only got side quests till eventually recouring quests.

does anyone know which tech i need to unlock to get the Mysterious Begger quest to start ?
 

NORTON2021

New Member
Despite the chart above, there is a better combination route of fighting and negotiating that can give you the same amount of troops as the fighting route, but with only one less tech being needed. This strategy is the best route for most players.

Arctic Future Troops
->
Fighting: 5 Techs
Negotiating: 4 Techs

I had a situation where I wanted to get all the units of the Ocean era (Ocean 4x Turturret), for this I needed 5 technologies.
But I don't need the Arctic units, because the Ocean units are more important and stronger.
That's why I tried to capture all the Arctic provinces first, and only then went on the Arctic quests. In this case,
some trigger didn't work, and I spent not 5 technologies, and not 4 technologies, but only 3 technologies on all the Arctic quests!

(sorry for my English)

Therefore, if you don't have enough free technologies, you can spend 3 techs on Arctic quests + 5 techs on Ocean quests = 8 technologies,
and take all Ocean units.

PS My era- Progressive (PE), map- Ocean Future (OF).
 
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UBERhelp1

Well-Known Member
How?? 8-|
They write that you can't get Future Era Hover Tank units earlier than Industrial Era? Or has something changed?
It was a bug with the story quests where you could lose them very early on. If you pushed the map, you could get the story to jump to the later ages' stories. It's been fixed for quite a while now.

->


I had a situation where I wanted to get all the units of the Ocean era (Ocean 4x Turturret), for this I needed 5 technologies.
But I don't need the Arctic units, because the Ocean units are more important and stronger.
That's why I tried to capture all the Arctic provinces first, and only then went on the Arctic quests. In this case,
some trigger didn't work, and I spent not 5 technologies, and not 4 technologies, but only 3 technologies on all the Arctic quests!

(sorry for my English)

Therefore, if you don't have enough free technologies, you can spend 3 techs on Arctic quests + 5 techs on Ocean quests = 8 technologies,
and take all Ocean units.

PS My era- Progressive (PE), map- Ocean Future (OF).
Very interesting! I'll have to look at that to figure out what was going on. Did you take every arctic province before progressing the story? Also - your English is absolutely fine, no apology needed!
 

AK Night

New Member
I am following the combination guide in one world and the OA guide in another. LMA in one and HMA in the other. A question arose about arctic orangery. I say if I am in IA and fighting against IA units using higher age units my AO will be active but a member said if you are using HAU then AO is of no use. But I have used tomorrow units in contemporary age fighting against contemporary units and my AO was active so I toldl him he was wrong. AO works against same age units is what the description says.
 

UBERhelp1

Well-Known Member
I am following the combination guide in one world and the OA guide in another. LMA in one and HMA in the other. A question arose about arctic orangery. I say if I am in IA and fighting against IA units using higher age units my AO will be active but a member said if you are using HAU then AO is of no use. But I have used tomorrow units in contemporary age fighting against contemporary units and my AO was active so I toldl him he was wrong. AO works against same age units is what the description says.
The AO only works when a unit attacks another unit of the same age. The age you are in has no bearing on that.

For example, an EMA unit will get the critical hit chance only when attacking another EMA unit.
 

ErDrRon

New Member
I followed the guide (mostly) and was able to get Future Era troops in Industrial Age. I have since moved to Progressive Era but mistakenly completed the "Truth or Dare" quest. I would love to get even higher Age Units but am I now screwed because I completed "Truth or Dare"? I have completed the Continent Maps through the Future Age having captured all sectors. I have completed 5 out of the 21 techs in Progressive Era. Any hope for me?
 

UBERhelp1

Well-Known Member
I followed the guide (mostly) and was able to get Future Era troops in Industrial Age. I have since moved to Progressive Era but mistakenly completed the "Truth or Dare" quest. I would love to get even higher Age Units but am I now screwed because I completed "Truth or Dare"? I have completed the Continent Maps through the Future Age having captured all sectors. I have completed 5 out of the 21 techs in Progressive Era. Any hope for me?
If you completed Truth or Dare, you're stuck until you age up to PME, unfortunately.
 

Mighty Warlord

New Member
Bummer... thank you for the response!
->


I had a situation where I wanted to get all the units of the Ocean era (Ocean 4x Turturret), for this I needed 5 technologies.
But I don't need the Arctic units, because the Ocean units are more important and stronger.
That's why I tried to capture all the Arctic provinces first, and only then went on the Arctic quests. In this case,
some trigger didn't work, and I spent not 5 technologies, and not 4 technologies, but only 3 technologies on all the Arctic quests!

(sorry for my English)

Therefore, if you don't have enough free technologies, you can spend 3 techs on Arctic quests + 5 techs on Ocean quests = 8 technologies,
and take all Ocean units.

PS My era- Progressive (PE), map- Ocean Future (OF).
HI, I am in Progressive Tech Tree and the last few Quests in Future Era, Unfortunately I have exactly 9 tech left. I need one more tech to finish FE Story Quest so it will leave me 8 entering Arctic Future. Can you educate me on how exactly to get all OF units with only 8 tech left?
Has anyone else tried Norton's method? Or is it safer to use the guide and just not pick up the last 2 sets units in OF?
 
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NORTON2021

New Member
If I understood correctly, then :
If you don't need arctic units, you can take 4 turturrets OF (two pairs).
If you need arctic units, then you don't complete all the ocean quests, and you'll only take 2 turturrets OF.

But..
I haven't gotten around to taking ocean turturrets OF myself yet. I just don't see any obstacles to it any further.
I only know that:

I don't need the Arctic units, because the Ocean units are more important and stronger.
That's why I tried to capture all the Arctic provinces first, and only then went on the Arctic quests. In this case,
some trigger didn't work, and I spent not 5 technologies, and not 4 technologies, but only 3 technologies on all the Arctic quests!
 

Mighty Warlord

New Member
ghting: 5 Techs
Negotiating: 4

If I understood correctly, then :
If you don't need arctic units, you can take 4 turturrets OF (two pairs).
If you need arctic units, then you don't complete all the ocean quests, and you'll only take 2 turturrets OF.

But..
I haven't gotten around to taking ocean turturrets OF myself yet. I just don't see any obstacles to it any further.
I only know that:
Thank you both for the response. I would prefer 4 turturets vs AF unit as well. But I guess AF units plus 2 turturrets are pretty good too.
 

Spectrum49

New Member
"Truth or Dare" - IMPORTANT TIPS!

As UBER & Mooning Cat have BOTH WARNED US:
==> Once you've received this particular "Side-Quest": ***If you EVER ABORT or FULFILL it, "you're screwed"!***

[That is, until AFTER you've finally WON ALL of the *unattached* HAUs (Higher-Aged Units) you want.]

ONLY THEN, you may safely ABORT it!

TIPS:

(1) At the start of this position, most players have 3 "quest slots" to use":

(a) a "Story Quest" slot, which is usually TECH-BLOCKED until the player Ages-Up - in order to continue receiving more of them.
(b) and TWO "Recurring Quest" slots (RQs), which may either be aborted or fulfilled as one likes.

(Personally, I always set one of them on "Coins" and the other on "Supplies"; and I collect them whenever I see a "Green Checkmark".)

(2) After a player Ages-Up, the "Story Quests" continue while he's fulfilling them - and he may still "recycle" his two RQs at will.

(3) However, (at times) one of your RQs will be temporarily be replaced by a "Side-Quest" until you either abort or fulfill it as you like. And then, you'll have BOTH of your RQs back.

[And at times, BOTH of your RQs will occupy the two RQ slots until you deal with them, while your Story Quest still remains ==> which you MUST DO, because it's un-abortable.]

(4) IMPORTANT! ==> But once "Truth or Dare" begins, you'll have these 3 Quest Slots:

(a) The *main* Story Quest,
(b) One RQ,
(c) Plus the Side-Quest "Truth or Dare", which IS ABORTABLE!

(5) When Truth or Dare ("T/D") begins, I NO LONGER set my one remaining RQ on either "Coins" or "Supplies". Instead, I put it on "something different" that I won't be using at all ==> which assures I'll NEVER have a "Green Checkmark" beside it! And this is why:

T/D has 3 parts:

(A) "Pay *x* coins", which you might fulfill by inadvertently clicking on the "little bag of coins" ==> which is a HUGE MISTAKE!

(B) "Gather *x* supplies", which you WON'T be able to avoid fulfilling - because you'll be collecting your city's buildings all of the time anyway.
(And so, that part of "the T/D box" WILL ALWAYS be *highlighted in green* - with a Green Checkmark on it. ==> SO get used to seeing that!)

(and C) ==> a RED BOX called "Abort", which would ALSO be a HUGE MISTAKE if you EVER click on it!

You see: While your *main* Story Quest is being fulfilled, your "3 Quest Slots" (in the "Story Tab") will CONSTANTLY be changing their order (from top, middle and bottom); and that may become very confusing at times ==> and especially so when you're weary.

(And the same thing happens while a Side-Quest is temporarily occupying your one and only remaining RQ.)

SO: You'll have to pay STRICT attention of where T/D is AT ALL TIMES ==> and avoid clicking on it AT ALL COSTS!

A common mistake has been made concerning T/D - when players "merely thought" they had been fulfilling a RQ! And alas, by then it was ALL TOO LATE!

This is precisely why I DON'T USE my RQ at all when T/D is active. ==> Because that's just "one less thing" which might go wrong.

Thanks for listening! (And sorry for being so long-winded; it's "just my way".)

PS: IF you've already made the mistake of clicking on the "Pay *x* coins" part of the T/D side-quest: ==> Just NEVER click on the "Collect" button! Although (from then on) you'll always have a Green Checkmark on the "Story Tab" - your T/D slot is still alive. But remember -- you're just "one click away". So be EXTREMELY careful!

PSS: My nickname in my present guild is "General Bulldozer, the Gallant". ==> And for short, that's "GBG"!!! - (I laughed all night after I made that one up!) --- Happy Forging! ==> Love to all - Spec
 
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Dominator - X

Well-Known Member
"Truth or Dare" - IMPORTANT TIPS!

As UBER & Mooning Cat have BOTH WARNED US:
==> Once you've received this particular "Side-Quest": ***If you EVER ABORT or FULFILL it, "you're screwed"!***

[That is, until AFTER you've finally WON ALL of the *unattached* HAUs (Higher-Aged Units) you want.]

ONLY THEN, you may safely ABORT it!

TIPS:

(1) At the start of this position, most players have 3 "quest slots" to use":

(a) a "Story Quest" slot, which is usually TECH-BLOCKED until the player Ages-Up - in order to continue receiving more of them.
(b) and TWO "Recurring Quest" slots (RQs), which may either be aborted or fulfilled as one likes.

(Personally, I always set one of them on "Coins" and the other on "Supplies"; and I collect them whenever I see a "Green Checkmark".)

(2) After a player Ages-Up, the "Story Quests" continue while he's fulfilling them - and he may still "recycle" his two RQs at will.

(3) However, (at times) one of your RQs will be temporarily be replaced by a "Side-Quest" until you either abort or fulfill it as you like. And then, you'll have BOTH of your RQs back.

[And at times, BOTH of your RQs will occupy the two RQ slots until you deal with them, while your Story Quest still remains ==> which you MUST DO, because it's un-abortable.]

(4) IMPORTANT! ==> But once "Truth or Dare" begins, you'll have these 3 Quest Slots:

(a) The *main* Story Quest,
(b) One RQ,
(c) Plus the Side-Quest "Truth or Dare", which IS ABORTABLE!

(5) When Truth or Dare ("T/D") begins, I NO LONGER set my one remaining RQ on either "Coins" or "Supplies". Instead, I put it on "something different" that I won't be using at all ==> which assures I'll NEVER have a "Green Checkmark" beside it! And this is why:

T/D has 3 parts:

(A) "Pay *x* coins", which you might fulfill by inadvertently clicking on the "little bag of coins" ==> which is a HUGE MISTAKE!

(B) "Gather *x* supplies", which you WON'T be able to avoid fulfilling - because you'll be collecting your city's buildings all of the time anyway.
(And so, that part of "the T/D box" WILL ALWAYS be *highlighted in green* - with a Green Checkmark on it. ==> SO get used to seeing that!)

(and C) ==> a RED BOX called "Abort", which would ALSO be a HUGE MISTAKE if you EVER click on it!

You see: While your *main* Story Quest is being fulfilled, your "3 Quest Slots" (in the "Story Tab") will CONSTANTLY be changing their order (from top, middle and bottom); and that may become very confusing at times ==> and especially so when you're weary.

(And the same thing happens while a Side-Quest is temporarily occupying your one and only remaining RQ.)

SO: You'll have to pay STRICT attention of where T/D is AT ALL TIMES ==> and avoid clicking on it AT ALL COSTS!

A common mistake has been made concerning T/D - when players "merely thought" they had been fulfilling a RQ! And alas, by then it was ALL TOO LATE!

This is precisely why I DON'T USE my RQ at all when T/D is active. ==> Because that's just "one less thing" which might go wrong.

Thanks for listening! (And sorry for being so long-winded; it's "just my way".)

PS: IF you've already made the mistake of clicking on the "Pay *x* coins" part of the T/D side-quest: ==> Just NEVER click on the "Collect" button! Although (from then on) you'll always have a Green Checkmark on the "Story Tab" - your T/D slot is still alive. But remember -- you're just "one click away". So be EXTREMELY careful!

PSS: My nickname in my present guild is "General Bulldozer, the Gallant". ==> And for short, that's "GBG"!!! - (I laughed all night after I made that one up!) --- Happy Forging! ==> Love to all - Spec
FYI: I think the person you referenced is a Cat that sounds like a Cow, not a Cat that bares his buns.
 

Spectrum49

New Member
@UBERhelp1 ==> Once again, I wish you thank for your EXPERT advice within this wonderfrul "HAU thread". ==> I just now got the 4 FE Hover Tanks!!!! ==> Without using BOTH yours & MooingCat's guides, I'm quite certain I would have fallen down into MANY "rabbit-holes" along the way. (LOL!)

Nevertheless, I've now successfully run this "terrible gambit" in ALL of my 3 cities. ==> And in this World, I'm CAMPING in Indy for a VERY LONG TIME while using my Hovers to reach new heights --- such as being able to withstand up to 250 attrition in GBG!

Warmest Regards, UBER!
From Spec ==> (aka: "General Bulldozer, the Gallant", which (of course) ALSO stands for "GBG"! - (LMAO)
 
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Mighty Warlord

New Member
Hi, I am following the combined strategy in Arctic Future to save a tech, I am at quest "Our Secret" which requires me to scout 5 eastern provinces. However, after scouting Arcitic Horizon then Aurora's Dale, the map wont let me scout additional provinces. So do I have to take Arctic Horizon first?
 
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RichinZhills

New Member
Since my last post, was basically just grinding in Iron Age, upgrading the city which is most easily done in Iron. But with this event and the 6x6's, needed the expansions so started walking:
An hour or so for EMA, HMA, then LMA tied me up for a few hours, those barrels, beers, and cart quests, so needed to let the building mature. On through CA then burned up quite a few Techs in Industrial to get the Police stations. My cMap was in Post Modern, so only had a few travels back to past continents. Mostly those Colonial quests to not cut the woman's head off :) But pretty much very fast Story line progression due to cMaps mostly being completed already. Now into the Tomorrow map with my Drones, boost are enough that I can still auto-battle a Sniper/Conscript/Tank/Armored & 4 Rogues to move the Story ahead.

Since most of my worlds are HAU, my only real need for pre-Future units are when I want to put my name on the towers, otherwise, getting the max units in those ages aren't a high priority. And I did miss out on quite a few pre-completing the cMap. So if you're staying true to the Guide, follow in and keep the Story inline with the cMap. Side quests do disappear.

Just a word to not panic if you run short on your Techs. When you think about the units you face, Industrial has the Howitzers which ignore stealth and Blast, so even if they didn't hit your Tank, if they hit the Rogue next to it, they could do damage. So at high levels I was taking serious damage when facing Arty. In Progressive, the troops don't have that many advantages, so Aging up for more Techs and to simplify which troops you face Progressive can be done without too much loss.

In the New GbG, able to fight at Trial 50 with my HT's and TT's, Still have about a 3-5 Province limit in my Solo guilds but push around 80 Attrition starting with my Rapid Fire Cannons, then Hover Tanks, then TT's. Do notice that I can get 1-shotted past 60 attrition, so that's a danger. But a lot depends on the other guilds too, a whale can set a lower Trial and eat through all provinces, then it's a 4hr swap if you're lucky, otherwise, the other whale guilds just swap out the GbG.
 

RichinZhills

New Member
3 new worlds started, one kept in IA, the other two following the story & cMap, holding one on the LMA blocker.
One of my Solo guilds in PE was simply filled up, no expansions other than the QI expansion. But also suffering in GbG trying to do Trial 50 against other guilds in Diamond. 100k in Goods for HQ was causing an every other season HQ purchase. So long story short, spent about 12 hrs and walked up through AF. With my cMap already into VF, a lot of quests were auto-completed, the rest were mostly just side quests. Hit Persuasion but also running into Promethium shortage, so getting a tech every other day now. Suggest working on your SC a few months prior to your walkabout, you'll move faster through the AF tech tree.
I guess another thing that hurts the soloist is other HAU players getting massive support from their guildmates. Even in Iron I see some players with SW, so there's really no litmus test on who plays better. No skill when you have a guild basically feeding you SASH goods to raise a GB. I'm venting, but that's where the game went.
Good Luck!
 
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