Empire Earth: The Art of Conquest - Civilization Powers FAQ by Oblivion
Empire Earth on SuperCheats.com
Empire Earth : The Art of Conquest - Civilization Powers FAQ
By Oblivion
E-mail: Oblivion_ee[at]hotmail.com
Copyright 2003-2004 Oblivion

This FAQ was first started on 21/03/2005.

VERSION 1.0

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0. - Table of Contents
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0. Table of Contents
1. Copyright/Distribution Info
2. About Powers
3. FAQ Update History
4. The Powers!
5. FAQ About Powers
6. Top 10 Powers


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1. - Copyright/Distribution Info
==============================================================================

You can freely distribute the DOCUMENT, provided that:
(a) you DO NOT charge, or ask for donations, for this.
(b) you DO NOT distribute it with any other product, commercial or not,
    without prior written permission.
(c) ALL of the document are to be remained unmodified, unrenamed, and 
    untouched. The document MUST remain in its ORIGINAL ".txt" form.
(d) this document must NOT be used in any illegal activities of any kind.

Warning: This document is protected by copyright law and international
treaties.

You can put this on your site without even asking, I'm also not including the
sites which are hosting the guide. But the latest version will ALWAYS be on
gamefaqs.com.


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2. - About Powers
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    Powers are special abilities that you can have while playing the game.
They are only available in Empire Earth Expansion Pack, it's one of the new
features in the game.
    Some powers are more offensive or defensive than others, some are
considered vital, whilst others are seen to be pointless. There are 12 powers
in all, some only work in specific ages, whilst others work in all ages.
Their civilization points cost differs, usually depending on the impact the
power will have on your civilization.
    The main purpose of powers is to give you an edge to the game, you must
this edge wisely for maximum effect and it may be that power you chose that
won the game.


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3. - FAQ Update History
==============================================================================

*started on 21/03/2005                  \
*finished on 21/03/2005                  > Version 1.0
*submitted to gamefaqs.com on 21/03/05  /

*modified entire layout                   \ Remains Version 1.0
*resubmitted to gamefaqs.com on 22/03/06  /


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4. - The Powers!
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 1. - Adaptation
 2. - Advanced Mining
 3. - Bundeswehr
 4. - Camouflage
 5. - Cloaking
 6. - Conquistadors
 7. - Crusaders
 8. - Cyber Ninja
 9. - Emissaries
10. - Expansionism
11. - Exploration
12. - Fanaticism
13. - Flaming Arrows
14. - Insurance
15. - Just In Time Manufacturing
16. - Market
17. - Metallurgy
18. - Missile Base
19. - Paratroopers
20. - Pathfinding
21. - Priest Tower
22. - SAS Commando
23. - Slavery

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                                    1.

                                *ADAPTATION*
                         Costs: 15 Civ Points
                        Epochs: COPPER -> SPACE
                     Offensive: 1/10
                     Defensive: 4/10
                       Overall: 3/10
Description:
Enables you to have the enemies powers and civilization bonuses by
converting settlements or town centres.
1 settlement/town centre converted = one bonus stolen
A very long and painful process, not really worth it all. Only times it has
been used well are in diplomatic games.
Poor Power.

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                                    2.

                              *ADVANCED MINING*
                         Costs: 25 Civ Points
                        Epochs: ALL
                     Offensive: NA/10
                     Defensive: NA/10
                       Overall: 4/10
Description:
Enables faster mining, and lets you have 7 citizens on 1 mine, instead of
the usual 6. Not the best of powers, but can be useful if you want huge
amounts of iron/gold/stone for planes or towers.


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                                    3.

                                 *BUNDESWEHR*
                         Costs: 5 Civ Points
                        Epochs: INDUSTRIAL -> MODERN
                     Offensive: 4/10
                     Defensive: 6/10
                       Overall: 3/10
Description:
Lets you convert citizens to crappy weak infantry unit for 40 iron.
The only special thing about it is that it's instant...
I can't see any use for this, as it kills your economy in the process.
One good thing about it is that its only 5 civilization points!


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                                    4.

                                 *CAMOUFLAGE*
                         Costs: 25 Civ Points
                        Epochs: ALL
                     Offensive: 8/10
                     Defensive: 3/10
                       Overall: 6/10
Description:
Allows idle military units to become cloaked automatically. Also works on
the battle field as the enemy cant see your units unless up-close.
Very effective power if combined with the correct military units. Doesn't
apply to all units.


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                                    5.

                                  *CLOAKING*
                         Costs: 25 Civ Points
                        Epochs: ALL
                     Offensive: 0/10
                     Defensive: 10/10
                       Overall: 5/10
Description:
Cloaks your town for 19 seconds. Cloak button is on capitol. Can be life
saving in some situations, but as its limited to only your capitol it is
totally useless in the offensive sector.
Best used on no rush islands games.


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                                    6.

                               *CONQUISTADORS*
                         Costs: 5 Civ Points
                        Epochs: MIDDLE -> INDUSTRIAL
                     Offensive: 8/10
                     Defensive: 8/10
                       Overall: 6/10
Description:
Allows cavalry to have a HUGE Line of Sight, and can be temporarily
increased a little for a small amount of time.
Most useful in deathmatches, but can be a pest as units auto attack what
they see.
Great power if used well. And its only 5 civilization points, bargain!


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                                    7.

                                 *CRUSADERS*
                         Costs: 15 Civ Points
                        Epochs: BRONZE -> INDUSTRIAL
                     Offensive: 8/10
                     Defensive: 3/10
                       Overall: 5/10
Description:
Changes your infantry to glowing infantry, which can convert enemy units,
difficult power to use, rather poor underpowered power.

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                                    8.

                                *CYBER NINJA*

                         Costs: 15 Civ Points
                        Epochs: SPACE
                     Offensive: 7/10
                     Defensive: 2/10
                       Overall: 3/10
Description:
A cloaked ninja-women that can temporarily disable buildings using her logic
bomb. She is built from the barracks. She also has a sword which isn't very
good as basically everything in space is using lasers by then.
Not the best of all powers, but can be fun to use.


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                                    9.

                                 *EMISSARIES*

                         Costs: 20 Civ Points
                        Epochs: ALL
                     Offensive: 7/10
                     Defensive: 3/10
                       Overall: 4/10
Description:
Instead of priests being built from your temple, emisaries are, exactly the
same as priests except they are camouflaged, meaning they are invisible to
the enemy unless a unit is close enough to them.
VERY annoying to the enemy, are a lot of hassle, but can be put to good use
if the user is good with them. Not recommended for newbies.

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                                    10.

                                *EXPANSIONISM*

                         Costs: 30 Civ Points
                        Epochs: ALL
                     Offensive: NA/10
                     Defensive: NA/10
                       Overall: 10/10
Description:
By far the most useful power available, it makes it so you only build town
centres instead of settlements, a must have power if you plan on building a
large base. It increases, citizen production, resource gathering rates,
these are two main things which are vital to have a good economy.


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                                    11.

                                *EXPLORATION*

                         Costs: 5 Civ Points
                        Epochs: ALL
                     Offensive: 4/10
                     Defensive: 2/10
                       Overall: 5/10
Description:
Reveals large area surrounding capitol for 1 second, used for maps which
have blackness all over them (fog of war).
Limited power, but very effective if used with a rush and you need to find
the enemy fast.


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                                    12.

                                 *FANATICISM*

                         Costs: 15 Civ Points
                        Epochs: ALL
                     Offensive: 8/10
                     Defensive: 4/10
                       Overall: 7/10
Description:
Makes infantry attack larger for a certain amount of time, but cuts 20% of
HP whilst doing so. Can be repeated.
This can work very well using the correct kind of infantry, best used with
grenadiers. Overall nice power.


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                                    13.

                              *FLAMING ARROWS*

                         Costs: 25 Civ Points
                        Epochs: COPPER -> RENAISSANCE
                     Offensive: 6/10
                     Defensive: 3/10
                       Overall: 5/10
Description:
Allows bowman to fire one flaming arrow when it has enough power. Can work
in large numbers, but generally not very useful in the battle field. Best
used on walls/towers in Standard Variant games.


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                                    14.

                                 *INSURANCE*

                         Costs: 20 Civ Points
                        Epochs: ALL
                     Offensive: NA/10
                     Defensive: NA/10
                       Overall: 4/10
Description:
You get a small sum of resources every time you lose a unit/building. The
sum is VERY small and not really worth it, this power can work but is a joke
compared to the other powers available. And it only works when you lose
stuff, so it's totally useless without losing stuff to begin with...


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                                    15.

                         *JUST IN TIME MANUFACTURING*

                         Costs: 20 Civ Points
                        Epochs: ALL
                     Offensive: 5/10
                     Defensive: 5/10
                       Overall: 6/10
Description:
Allows you to instantly build any unit at a building, for double the price.
Very handy if you're being attacked by one type of unit. E.g. being attacked
by bombers, instantly build fighters or being attacked by fighters,
instantly build Halftrak.
Great power in no rush games. Not so good in Deathmatch because you have to
wait 2 minutes before it lets you use it.


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                                    16.

                                   *MARKET*

                         Costs: 20 Civ Points
                        Epochs: World War 1 -> Space
                     Offensive: NA/10
                     Defensive: NA/10
                       Overall: 8/10
Description:
A small expensive building which you can trade any resource for another.
Most useful if your lacking a certain resource. Best used in no rush type
games. Commonly used to get stone quicker for wonders or towers.


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                                    17.

                                 *METALLURGY*

                         Costs: 30 Civ Points
                        Epochs: ALL
                     Offensive: NA/10
                     Defensive: NA/10
                       Overall: 6/10
Description:
Lets you use iron & gold simultaneously, as one resource. Superb for rushing
with, and most likely its primary use.
Best in short-term, not so good in the long-term.


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                                    18.

                                *MISSILE BASE*

                         Costs: 15 Civ Points
                        Epochs: DIGITAL -> SPACE
                     Offensive: 10/10
                     Defensive: 3/10
                       Overall: 8/10
Description:
Allows you to build a missile base to create missiles. The missiles just
need the "Line of Sight" of anything to hit it. Kills nearly anything in one
hit. A very lethal power, totally devastating to navy's and fleets. Nothing
can stop a missile hitting ships.
Missile batteries (built from tank factory) can destroy a missile in one hit
though, this is the only defence against them.


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                                    19.

                                *PARATROOPERS*

                          Name: Paratroopers
                         Costs: 15 Civ Points
                        Epochs: World War 2 -> Space
                     Offensive: 9/10
                     Defensive: 2/10
                       Overall: 8/10
Description:
For a large sum of 320 iron, food and 100 gold you can build a plane which
can drop a bunch of marines in an enemies base.
This power is DEADLY if used as a rush on an islands map.
You can enhance this power by adding cost reduction/build time decrease/-
speed on Aircraft - Bombers of your civilization.
This is an excellent power if used in the correct manor, and is the #1 power
if you enjoy "eco-killing".


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                                    20.

                                *PATHFINDING*

                         Costs: 25 Civ Points
                        Epochs: ALL
                     Offensive: 8/10
                     Defensive: 2/10
                       Overall: 6/10
Description:
Walk through trees, forests and up mountains where other ground units cant
reach. Most useful before renaissance age, because guns shoot into trees or
up mountains. Commonly used with bowman or xbows hiding in trees or on top
of mountains shooting at units which cannot reach them. But beware,
barbarians can travel through trees, but not up mountains!


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                                    21.
                                                               .-,
                                *PRIEST TOWER*               8` |  `8
                                                             `-.+.-`
                         Costs: 30 Civ Points                  | |
                        Epochs: ALL                           |\_/|
                     Offensive: 4/10                         |\___/|
                     Defensive: 9/10                         |\___/|
                       Overall: 9/10                        |\_____/|
Description:                                                |\ | | /|
A tower which costs gold and wood to build. It converts any  `-,_,-`
unit within its range to the owners side. The range of the towers increases
later in the game, so space age has very large range priest towers.
The only way to block priest towers is by building a University.
This power is considered to be overpowered, mainly because the towers are
quite cheap to build, and they don't stop converting units even if your are
over population limit. Best used in prehistoric of stone epoch where
universities can't be built....


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                                    22.

                               *SAS COMMANDOS*

                         Costs: 15 Civ Points
                        Epochs: World War 1 -> Space
                     Offensive: 7/10
                     Defensive: 4/10
                       Overall: 7/10
Description:
Infantry costing only 40 gold & iron, they plant bombs and can take out a
building with 2-5 bombs.
They can SWIM as far as they want, and are great for sneaking up the back
of enemies islands, good eco-killing too.
But beware, if the enemy has a large airforce or tanks, they will be easily
slaughtered!


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                                    23.

                                  *SLAVERY*

                         Costs: 10 Civ Points
                        Epochs: ALL
                     Offensive: NA/10
                     Defensive: NA/10
                       Overall: 3/10
Description:
Gives you a free citizen at capitol every time you an enemy one dies.
Good in the very short term, useless in the long term. Observe:

   1st enemy citizen death  =  1st citizen received at capitol
   2nd enemy citizen death  =  2nd citizen received at capitol
   4th enemy citizen death  =  3rd citizen received at capitol
   8th enemy citizen death  =  4th citizen received at capitol
  16th enemy citizen death  =  5th citizen received at capitol
  32nd enemy citizen death  =  6th citizen received at capitol
  64th enemy citizen death  =  7th citizen received at capitol
 128th enemy citizen death  =  8th citizen received at capitol
 256th enemy citizen death  =  9th citizen received at capitol
 512th enemy citizen death  = 10th citizen received at capitol

and so on..

By viewing that, we can see you get 7 free citizens for killing 64 enemy
citizens, totally unworth it!

On very rare occasions, this power can come in handy, for example in "slut"
rushes.

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==============================================================================

5. - FAQ About Powers
==============================================================================

1.
Q - Is having at least one power in every game vital?
A - No, not you don't always need to have a power, for example "rushing" an
    enemy doesn't always require a power. But 90% of the time, a power is
    necessary to give you a good advantage of winning.

2.
Q - In you're opinion, what is the overall best power?
A - Expansionism.

3.
Q - In you're opinion, what is the overall worst power?
A - Emissaries.

4.
Q - Are there any hidden powers, or ways to combine two powers?
A - No, but my Glitches FAQ reveals how to use some powers in odd ways.

5.
Q - Is there anyway to hack the game and edit or make my own power?
A - Yes, you can. But I cannot give any information because you would be
    breaking the license agreement you agreed to upon installation of the
    game.

6.
Q - Why are some powers only allowed in certain epochs?
A - Because you're not exactly going to have paratroopers in prehistoric age
    are you? Or have missile bases in Middle Ages, are you?

7.
Q - Is there any hax related to powers? If so give them to me!
A - NO NO NO NO. Email me regarding hax and I'll block your email address!


==============================================================================

6. - Top 10 Powers
==============================================================================

    Here is a list of 10 powers, in order starting from the best (1) to 10th
best. I have listed them in my opinion, usefulness, popularity, effectiveness
and overall advantage given on the battle field.

# 1. Expansionism

# 2. Priest Towers

# 3. Metallurgy

# 4. Camouflage

# 5. Paratroopers

# 6. Market

# 7. Conquistadors

# 8. Fanaticism

# 9. Missile Base

# 10. SAS Commando


End of Document