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How to figure the cost of building in GBG, post Trail Level additions

yogaqueen

New Member
Hi all, I'm new to the forums. I am looking for information on how to figure the cost of camps, barraks, and outposts. does anyone know the formula? Also does FoE use all eras of goods from each player that is battling at the time or a general cost based on numbers of players per era, in the guild? The 5 eras of use being next era, current era, previous era, 2nd previous era, and 3rd previous era?
 

WillyTwoShoes

Well-Known Member
Hi all, I'm new to the forums. I am looking for information on how to figure the cost of camps, barracks, and outposts. does anyone know the formula? Also does FoE use all eras of goods from each player that is battling at the time or a general cost based on numbers of players per era, in the guild? The 5 eras of use being next era, current era, previous era, 2nd previous era, and 3rd previous era?

<Excerpted from Wiki>
For a complete overview of the entire GBG mechanics you should visit the web page yourself.

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The costs depend on the building. The costs given below are the total amount of goods which is split over three random goods. The goods can be from any era represented in the guild at the start of the battleground - bronze age players hereby will be counted as iron age players. The more players are of a specific era, the more likely it is that a needed good is from that era. The respective goods and specific amounts are randomized for every building, guild, province and battleground.

On December 5th, 2024, the cost of construction was changed. The cost of construction is now affected by your Guild's League with the exception of Guilds in the Diamond League. Construction discount by League:

  • Copper of 90%
  • Silver 80%,
  • Gold, 70%
  • Platinum 50%.
CopperSilverGoldPlatinumDiamond
Cost Multiplier10%20%30%50%100% (Full Price)
The building time can be shortened by using diamonds. The same building can be built multiple times per province if the province has multiple slots for province buildings.

If a province gets taken over, each province building that was being built there has a 50% chance to be destroyed. The remaining buildings will benefit the new owner.
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NamePropertiesCostsBuilding
Time
Instant finish
cost
NamePropertiesCostsBuilding
Time
Instant finish
cost
Watchtower
  • If members of the owning guild of this province advance into adjacent provinces, they have a 8% chance to not increase their attrition level.
500
1 hour
50
Decoys
  • If an enemy fights or negotiates to conquer this province, there is a chance of 15% that this enemy will suffer double the amount of attrition.
500
4 hours
50
Traps
  • If an enemy fights or negotiates to conquer this province, there is a chance of 45% that this enemy will suffer double the amount of attrition.
3,000
5 hours
50
Basic Field Camp
  • If members of the owning guild of this province advance into adjacent provinces, they have a 20% chance to not increase their attrition level.
  • This province requires +5% advances to be conquered.
  • This province generates 15% more victory points.
2,900
2 hours
50
Regular Field Camp
  • If members of the owning guild of this province advance into adjacent provinces, they have a 40% chance to not increase their attrition level.
  • This province requires +10% advances to be conquered.
  • This province generates 30% more victory points.
5,200
2,5 hours
90
Advanced Field Camp
  • If members of the owning guild of this province advance into adjacent provinces, they have a 60% chance to not increase their attrition level.
  • This province requires +30% advances to be conquered.
  • This province generates 100% more victory points.
7,000
3 hours
125
Basic Guild Barracks
  • If members of the owning guild of this province advance into adjacent provinces, they have a 20% chance to not increase their attrition level.
  • This province requires +5% advances to be conquered.
2,800
2 hours
50
Regular Guild Barracks
  • If members of the owning guild of this province advance into adjacent provinces, they have a 40% chance to not increase their attrition level.
  • This province requires +10% advances to be conquered.
5,000
2,5 hours
90
Advanced Guild Barracks
  • If members of the owning guild of this province advance into adjacent provinces, they have a 60% chance to not increase their attrition level.
  • This province requires +30% advances to be conquered.
6,800
3 hours
125
Basic Field Outpost
  • If members of the owning guild of this province advance into adjacent provinces, they have a 20% chance to not increase their attrition level.
  • This province requires +5% advances to be conquered.
  • This province generates an additional 25 victory points.
5,800
2 hours
85
Regular Field Outpost
  • If members of the owning guild of this province advance into adjacent provinces, they have a 40% chance to not increase their attrition level.
  • This province requires +10% advances to be conquered.
  • This province generates an additional 50 victory points.
10,400
2,5 hours
135
Advanced Field Outpost
  • If members of the owning guild of this province advance into adjacent provinces, they have a 60% chance to not increase their attrition level.
  • This province requires +30% advances to be conquered.
  • This province generates an additional 100 victory points.
14,000
3 hours
185
Basic Field Garrison
  • Guild starting province only
  • If members of the owning guild of this province advance into adjacent provinces, they have a 26% chance to not increase their attrition level.
  • Your Guild generates 25% more victory points
25,000
6 hours
125
Regular Field Garrison
  • Guild starting province only
  • If members of the owning guild of this province advance into adjacent provinces, they have a 52% chance to not increase their attrition level.
  • Your Guild generates 50% more victory points
40,000
12 hours
125
Advanced Field Garrison
  • Guild starting province only
  • If members of the owning guild of this province advance into adjacent provinces, they have a 80% chance to not increase their attrition level.
  • Your Guild generates 100% more victory points
75,000
24 hours
125
Basic Guild Fortress
  • Guild starting province only
  • If members of the owning guild of this province advance into adjacent provinces, they have a 26% chance to not increase their attrition level.
  • Your Guild generates 25% more victory points
  • This province generates an additional 100 victory points.
40,000
6 hours
125
Regular Guild Fortress
  • Guild starting province only
  • If members of the owning guild of this province advance into adjacent provinces, they have a 52% chance to not increase their attrition level.
  • Your Guild generates 50% more victory points
  • This province generates an additional 300 victory points.
75,000
12 hours
125
Advanced Guild Fortress
  • Guild starting province only
  • If members of the owning guild of this province advance into adjacent provinces, they have a 80% chance to not increase their attrition level.
  • Your Guild generates 100% more victory points
  • This province generates an additional 500 victory points.
 
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