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Oceanic Future - Part Two

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DeletedUser4770

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Dear Queens and Kings,

Despite all the technological advancements we've had so far, there's still a lot to learn about the deep sea. Now's the time to advance our knowledge. Science to the rescue!

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We would like to present to you the second part of the Oceanic Future! It will become available to you on May, 17th (after the game has been updated to the latest version).
You can now make your second harbor (assuming that you already have the Arctic one) fully functional. As you may have expected it will let you send a submarine to the deepest abyss in order to find and retrieve a new special resource: orichalcum. The technologies will now require you to use it during the research process, and you will need both promethium and orichalcum for the campaign map negotiations. If you're in Oceanic Future and your guild participates in Guild Expeditions, you will need orichalcum for the negotiations in the 4th level. Since orichalcum can not be traded on the market, the only way to get it is to send your submarine on a journey. Your skilled crew will collect it for you!

We hope you will enjoy it! Read on to learn more :).

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With this second part of the Oceanic Future we are giving you:

  • Oceanic Terminal
  • 30 main story line quests
  • 10 side quests
  • 4 expansions (victory expansion has been already available)
  • 8 new technologies to research
  • A new residential building
  • 2 new production buildings
  • A military building with a new unit (and a new skill)
  • 2 new culture buildings
  • A new decoration
  • 20 campaign map provinces
  • 3 new player avatars
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The underwater journey will naturally require a skilled crew! :) You will be able to choose from 10 people who represent six different skill sets. Depending on your choices, the submarine health, orichalcum volume and journey time, will change.

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- Yeomen are busy making sure everyone else can be as productive as possible.
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- Good Sonar Techs can speed up any trip.
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- Officers are jacks of all trades.
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- The submarine can be fixed by Logistics while it's moving. It has some downsides, but the ship gets back like new.
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- The Electricians can cut travel time by hacking together questionable solutions. You can't argue with results.
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- Our reactors can be used to get a bit more orichalcum. We're not supposed to do that, but... you know. Just talk to Reactor Control.

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Turturret
Turturret is a new artillery unit that comes with a new skill: Mortar.
Hex fields adjacent to the target receive 50% of the full attack damage. The Turturret can deal damage up to two hex rings around the target unit.
  • Resulting damage is rounded down.
  • The attack does not damage friendly units.
  • The Critical Hit skill only applies to the primary target.
  • When a rogue is hit, no damage it dealt, but it will transform.


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Let us know what you think about this second part of our oceanic journey. We're looking forward to your feedback in this thread! :)

Thank you for playing Forge of Empires!
Your Forge of Empires Team
 
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