Ageforge Gold Economy: Income, Kill Rewards and Spending Well

How gold works in Ageforge: 200 starting gold, 6–21 gold per second of income, 60% of a unit's cost back on every kill, and why unspent gold loses fights.

By the Ageforge teamUpdated 2 min read

Key takeaways

  • Every player starts with 200 gold.
  • Passive income is 6 / 10 / 15 / 21 gold per second in the Stone / Medieval / Gunpowder / Future ages.
  • Every kill pays 60% of the dead unit's cost as gold, so trading well matters more than income.
  • Gold is spent on two things only: training units and upgrading keep towers. Advancing an age costs XP, not gold.
  • Gold sitting in your bank does nothing. Spending it on the right counter is almost always better than saving.

Where gold comes from

  1. Starting gold. 200 gold at the start of the match. That's enough for about two Stone Age units (they cost 60 to 120).
  2. Passive income. Gold ticks in every second, from 6 in the Stone Age up to 21 in the Future Age.
  3. Kill rewards. Every enemy unit that dies pays you 60% of its cost in gold, whatever killed it: your units, your towers or your ultimate.
Passive income by age
AgeGold per secondGold per minute
Stone Age6360
Medieval Age10600
Gunpowder Age15900
Future Age211,260

Why kills matter more than income

Passive income is deliberately low. In the Stone Age it takes about 17 seconds of income to pay for one Clubman. Kill rewards are where the real gold is: every Clubman you kill pays 60 gold straight away.

This means the player who wins fights efficiently gets richer, and the player who loses units for nothing falls behind twice: they lost the gold they spent, and their opponent earned most of it back. Throwing units one at a time into a bigger enemy army is the fastest way to lose a match.

What to spend gold on

  • Units are almost always the right buy. They defend, they push, and they earn you gold and XP when they get kills.
  • Tower upgrades are a one-time purchase per tower (220 / 480 / 900 / 1,300 gold for tiers I–IV). They are best when you're about to face a big push at home, or when you've won a fight and have gold to spare. See keep towers and ultimates.

Cheap units vs expensive units

Cheap units like the Wolf Rider (60 gold) are also cheap to lose: they give your opponent only 36 gold when they die. Expensive units are stronger but hand over a big reward if they fall. Send expensive units behind a frontline, and use cheap units to answer threats quickly.

FAQ

How much gold do you start with in Ageforge?
200 gold.
How do you get more gold in Ageforge?
From passive income (6 to 21 gold per second depending on your age) and from kills, which pay 60% of the dead unit's cost.
Does advancing an age cost gold?
No. Advancing an age spends XP, which you earn from kills. Gold is only for units and tower upgrades.

Put it into practice

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