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FAQ/Strategy Guide

by oblivion from aoc

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                  | _| >  <|  _/ _ \| .` \__ \| | (_) | .` |
                  |___/_/\_\_|/_/ \_\_|\_|___/___\___/|_|\_|

                                   Guide by

                               oblivion from aoc
                                 and TheAceman

                                 Version 1.00

 ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____
/_____//____/|                                                   /_____//____/|
|  ___|  ___/                                                    |  ___|  ___/
| <___| <___/|              0. - Table of Contents               | <___| <___/|
|  ___|  ___/					                 |  ___|  ___/
| <___| <___/|                                                   | <___| <___/|
|_____|_____/					                 |_____|_____/
            """"""""""""""""""""""""""""""""""""""""""""""""""""""

0. Table of Contents 

1. Introduction

2. Epochs
   2I.......Prehistoric
   2II.     Stone
   2III.....Copper
   2IV.     Bronze
   2V.......Dark
   2VI.     Middle
   2VII.....Renaissance
   2VIII.   Imperial
   2IX......Industrial
   2X.      Atomic WWI
   2XI......Atomic  WWII
   2XII.    Modern
   2XIII....Digital
   2XIV.    Nano
   2XV......Space

3. Map types

4. Wonders

5. Resources
   5a.      Food
   5b.......Wood
   5c.      Stone
   5d.......Gold
   5e.      Iron

6. Special Powers

7. Misc units not available in Random Map

8. Notes/references
   8a.  Developer features
   8b...Patches
   8c.  Technology list
   8d...Hotkeys
   8e.  Hero table
   8f...Unit stats table

9. Version history

10. Copyright/contact

11. Credits


  To jump to a section, press CTRL+F and enter the name of the section and you
  should jump to hit quite quickly.


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/_____//____/|                                                   /_____//____/|
|  ___|  ___/                                                    |  ___|  ___/
| <___| <___/|                1. - Introduction                  | <___| <___/|
|  ___|  ___/					                 |  ___|  ___/
| <___| <___/|                                                   | <___| <___/|
|_____|_____/					                 |_____|_____/
            """"""""""""""""""""""""""""""""""""""""""""""""""""""

This guide is dedicated to Sierra's awesome game Empire Earth and the add-on
pack The Art of Conquest. I hope to be able to allow people to see just how
vast this game really is. I also hope to be able to provide much information
about the many facets of this fascinating game. I am not designing this to be
a be-all end-all strategy guide or to be anything similar.

I am designing this really to show off Empire Earth's capabilities as well as
provide information that should prove helpful to people interested in this
game. A 'promotion' so to speak. As such I am trying to avoid giving away
game secrets but am more trying to provide others with the 'basics' that
should help get the average (or lesser) player through with minimal hair
loss. I don't plan on covering strategies for the campaigns because I feel
for that there is already an excellent strategy guide available to help with
those (and I recommend it to those interested in the numbers and such for
unit hit points, attack, as well as campaign walkthroughs).

What I plan on is a walkthrough of the basic game mechanics and basic
strategies that are already available via the included manuals, readme�s, and
posters but only available there in a less concise format (deductive
reasoning to most). While explaining this info, why not exploit some eye
candy as well. Well, the eye candy isn't that great but should give you an
idea as to what the game looks like zoomed way out. Less detailed graphics
means shorter page loading times for us 56K modem users (yes, we still exist
or at least I do anyway). The graphics do show that Empire Earth is scaled
fairly well between people and building size.

I plan on breaking this all down by epoch (from I to XV) as well as by
substance issues (like Wonders, Resources, and such). I feel by breaking it
down this way, most can understand things much better. Of course during
gameplay, having an epoch or more advantage over an opponent can really make
things easier for you but on the same token, having an epoch or more deficit
with your opponent can spell death but is still not a certainty. Through unit
upgrades and other improvements, you can be behind an epoch or more yet still
be stronger. One of the many more fascinating aspects of Empire Earth. You
can be 'behind' in epochs but still be ahead. There's no steadfast rule for
success or failure but there are basics, that if learned, mean that the game
will become much more enjoyable. I hope to help provide those basics for you
on this site.


First off, there are different games within this game.

The differences are covered well in chapter 3 of the Empire Earth manual.
Here is some added information to what is there in chapter 3.

First, setting the army number in random map and multiplayer games can be
very crucial to gameplay decisions. Less armies available means that you need
to balance resource gathering with military, whereas large army sizes means
less management of your staff between resource/military will be needed. This
knowledge comes with experience and becomes a big factor later on with many
players as they become more advanced. With small army size, many kick in
resource gathering to start then shift to military production which means
starting out focusing your resources on creating citizens to collect
resources, and as you collect more resources, you create more citizens to get
the resources coming in quicker. The down side is that citizens are not that
great at defending against military units. Which leads to the "rush"
technique where a player puts their first resources into a military rather
than citizens. It is known as a "rush" because the player using this
technique has to rush their first few military units over to the opponent to
do the most damage BEFORE the opponent hopefully has a chance to create a
counterattack. If successful, a rush can pretty much destroy someone before
they get a chance to start. If unsuccessful, it usually means that the person
trying the rush can probably get wiped out early because they sacrificed
making citizens and their economy in an unsuccessful attack and are now
behind because they lost military and also did not develop a better economy.
Lesson, always try to balance out your gameplan. Try to focus on ALL aspects
instead of just one. If you make too many citizens, you have too few military
(and are therefore a target for someone with more military strength). If you
focus too much on military, you can't upgrade nor build as fast as others and
therefore your military becomes weak. Weak means death. You need the
resources to build a military and upgrade the military. You need the military
to protect your resources. It is a two way street and if you over emphasize
one and not the other, you become weaker than someone who has a balanced mix
of economy and military.

So, you need to understand military and economy. They work hand in hand. You
need the military to protect your economy and the economy to create and
develop your military. That is pretty much the basics and basis for most
military games, management of resources. You have your economic resource and
your military resource and must learn to use them together to make your
people strong. Balanced also does not really mean 'equal' but more that each
works well together. Too many resources coming in without something useful to
protect those resources coming out, means disaster. Likewise, not enough
people collecting the resources you need means that you can't build as good a
military, which means that you can't protect your resource gathering as well,
which means weak again.

So, resources must work together with the military. But also, certain
resources are more crucial at times than others. If building atomic bombers,
you need lots of gold and iron. If building ships, then you need wood with
gold and/or iron depending on the ship. remember also, to try and keep a
balanced force and to not try to rely on one unit. One unit is easy to
counter and also makes you weak. Atomic bombers are powerful but if they keep
getting shot down out of the sky before they can drop an atomic bomb to cause
damage, they then become a waste. Battleships are great but they stink
against submarines. Each unit has a nemesis which is why balancing becomes
important. Different epochs lead to different strategies though because each
epoch has its own units and therefore its own strategy. Much tougher to knock
down a wall with a board (Sampson) than with an atomic bomb. You wanna be
that guy with the atomic bomb while the other guy just has a stick in his hand.

Well, how about a talk on resources now? OK go here .

Resources alone won't get you a win, BUT it will get you started. I mean you
can have your citizen toss a chunk of gold at the enemy but it would be
better if you used that gold to build stronger military units. You collect
resources for a reason and that reason is to kick butt with cool units and
awesome upgrades and unit improvements.

Another note is about "combos" or combinations of units. Probably my favorite
is the combination of War Elephants and Elephant Archers. Lots of hit points
and some range. Elephant archers are a kind of combo in their own way with
range AND hit point advantages over most other units. Another combo that I'll
mention a lot is the spear and archer combo. The archer's basic nemesis is
the sword unit and the sword unit's nemesis is the spear unit. The spear unit
gets used as a barrier between the archer and would-be attackers of your
archers. A water combo is the submarine and battleship combo. Battleships
pretty much annihilate most other boats but subs make quick work of
battleships. Battleships can't attack subs at all. Using fighter/bomber
planes to take out air resistance for your Atomic Bombers is another type of
combo as well. There is also another water based trio of carriers,
battleships and subs which are really tough to take on. In the Space epoch,
Capitol Ships and Space Carriers make a good combo. Also, balloons, and the
Spy Satellite* make excellent spotters for many ranged infantry like mortars
and artillery. Snipers also work well as spotters (since they are invisible
until within range). Using different units to strengthen each other and
protect one another is always a good strategy. Having HUGE armies is always a
plus as well. Unit relationships, upgrades, and so on aren't everything but
can help give you an edge in most games. There's always that guy with 200
Clubmen who takes out your 5 tanks with ease. When in doubt, max things out.

Most of us "old" strategy gamers take our basic knowledge for granted. From
much experience, we have developed an easy to follow plan, but through that,
we have sort of shut out the newer person from how we gained this
information. I hope to instil some of this knowledge into newer gamers (and
as a sort of review for the old veterans as well). There are no clear cut
answers, but every good leader develops a good plan. This information should
help MOST people to plan better. And right after his 200 Clubmen wiped out my
5 tanks, my B-29 Bomber nuked his Clubmen, go figure!

So how about getting started now?


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/_____//____/|                                                   /_____//____/|
|  ___|  ___/                                                    |  ___|  ___/
| <___| <___/|                   2. - Epochs                     | <___| <___/|
|  ___|  ___/					                 |  ___|  ___/
| <___| <___/|                                                   | <___| <___/|
|_____|_____/					                 |_____|_____/
            """"""""""""""""""""""""""""""""""""""""""""""""""""""

This is the epochs section, there are 15 epochs in total. Each section will
give you a detailed guide on:
 - introduction to the epoch
 - units available from where and what resource is needed
 - useable civ bonuses and which civ bonuses are applied to that age of each
   civilization.
 - which bonuses apply to which unit

   2I.......Prehistoric
   2II.     Stone
   2III.....Copper
   2IV.     Bronze
   2V.......Dark  
   2VI.     Middle
   2VII.....Renaissance 
   2VIII.   Imperial   
   2IX......Industrial   
   2X.      Atomic WWI  
   2XI......Atomic  WWII
   2XII.    Modern
   2XIII....Digital
   2XIV.    Nano
   2XV......Space

-------------------------------------------------------------------------------
IIIII                       |
 III                        |
 III                        | 2I. Prehistoric
 III                        |
IIIII                       |
-------------------------------------------------------------------------------

Analysis

In the Prehistoric Epoch, there isn't a whole lot to do except try to advance
to another epoch (if available). This epoch is very basic and pretty
straightforward as far as strategies. You have very few options available.
You can't do anything on the water, no farming, very limited military, and
slow resource gathering. On the positive side, everyone else is slowed down
as well and are just as handicapped. Forage food and throw rocks is about it
in this epoch. Best to try and move on to another epoch.

Economy

Food and wood are the big necessities in this epoch. Gold is probably third
with stone just about as useful. Iron is needed for the Clubman but is not a
real priority. Rock throwing and clubbing are the military of the day.
Priests and Prophets are the real military might though. "Ugg throw rock real
good but leader say follow me and Ugg now follow him."

Unit resource breakdowns:

Canine Scout = food
Citizen = food
Clubman =  food & iron
Priest = food & gold
Prophet = food & gold
Rock Thrower = food & gold

Building resource breakdowns

Barracks = wood
House = stone & wood
Settlement = wood
Temple = stone & wood
Tower = stone 

To start out, you'll need a couple Citizens which you should start out with.
Next objective is to build a Settlement Town Center then Capitol as needed.
To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
the Settlement. After 10 Citizens populate a Town Center it becomes a
Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
or a Capitol (but not a Settlement) you can produce more Citizens or even the
Canine Scout which can go through trees and makes a decent unit to "see what
the Joneses are up to". Got to keep up with those Joneses you know.

Also, try to keep a Settlement, Town Center or Capitol near resources so that
the resources are gathered faster. Don't make the citizens have to walk too
far.

Next is the house. The house makes your units stronger and more durable
within range of the house. Houses help improve your defenses. Town Centers
and Capitols also provide defensive bonuses as well.

The Babylon Priest Tower "rush" in epochs I and II*

Many people have panicked because of the lack of a university to 'protect'
you from conversion by these buildings. Priests are mobile and can reconvert
or convert. Build a Temple and a few Priests to protect against this. If your
opponent didn't think to build Temples nearby these buildings then by all
means make a Prophet and use Earthquake to take down the tower(s). A Babylon
Priest Tower can only try to convert one unit at a time. Also, if your
opponent does happen to put up a tower close to one of your producing
buildings (Capitol, Town Center, or Barracks) just set a rally point away
from the tower so that units produced don't get converted just standing
around. If a Priest Tower gets set up around one of your resource areas, have
some Rock Throwers combined with Priests to take it or them out. When one of
your Rock Throwers gets close to being converted, pull him back out of the
way so that he doesn't get converted. If a Rock Thrower does get converted,
use a Priest to convert him back. Priests and Prophets can't be converted in
the first two epochs so don't be afraid to keep a Priest or a Prophet hanging
around Priest Towers. Also, buildings can't be converted by Priest Towers
either. Therefore a Tower can be built close by using the same principle of
putting a Citizen near the Priest Tower to build a Tower. When the Citizen
gets close to conversion, pull him away and bring in another Citizen. The
Priest Tower 'rush' is not as bad as a Priest rush can be though because you
can see where a Priest Tower is and they can't move. A Priest on the other
hand can disappear to somewhere else. The Kingdom of Israel's Priests can be
MUCH nastier because they are cloaked (invisible). Try defending against an
invisible enemy that can sneak up and convert you. There is always a way to
combat any situation. The best way is to use your head and think through what
the problem is and what the solution to that problem is. there is always a
unit (or two or three) that can counter whatever your enemy throws at you.

Towers (defense)

After you get your economy going with food and wood production/collection,
you'll want to start thinking about your defensive and military options. For
defense you have the Primitive Tower available which is very sturdy for the
epoch. Takes a lot for any of the units in the Prehistoric age to even dent
these suckers. There are no walls though and it takes a bit to gather the
stone to put up a couple here and there where they may protect important
areas, resources and/or buildings. Also, in the early going, these towers can
help protect against the famed "Babylon Priest Tower rush" where someone
playing as Babylon puts up a bunch of Priest Towers to convert units. A
Primitive Tower in an area can't be converted and if the Babylon player puts
up a Priest Tower too close to a Primitive Tower, use the Primitive Tower to
beat it down. Putting up a small group of Primitive Towers in key places can
help keep out the Priest Tower rushers. Priest Towers can't convert buildings
in the Prehistoric Epoch. You can improve the range of Towers but can only
increase it once. Once is all you need though. Also take note, trees and
other obstacles make great boundaries for your village, town, and eventual
(hopefully) prosperous city. Also note that Carthage's Pathfinding* ability
negates this strategy in The Art of Conquest Expansion.

Priests/Prophets

In all epochs, the Priests and Prophets are made at the Temple. No
universities in this epoch so there is no safeguard against Priests (or
Priest Towers). Prophets can not do their 'voodoo' around a temple so there
is protection against Prophets if you plan out making Temples for protection.
Not having Universities doesn't create a real problem against Priests though.
What can be converted can be converted back. Remember also that in the
'Priest Tower rush' that Priest Towers can't move whereas Priests are moving
Priest Towers in a way. A really good strategy is to make several priests and
keep them around where any Babylon Priest Tower may be. If some of your units
get converted, use the priests to convert them right back. Priests can't
convert other Priests until a much later epoch. Priests also can't convert
Prophets. Priest Towers can't convert Priests until a much later epoch and
also can't convert Prophets either.

There are two upgrades available in the Prehistoric Epoch and both are only
for the Prophet. The Mysticism upgrade , which increases Prophet's hit
points, and the Sandals upgrade , which increases the Prophet's speed.

Military

Barracks

The Barracks is it and no other military buildings? Yes it is. And only two
units as well from here. The Clubman and Rock Thrower are the only two
military units that you can build in this epoch. The Clubman is a basic
infantry unit and the Rock Thrower is a basic range unit. Improvements to hit
points, range, speed, and attack are arbitrary depending on your playing
style. If you like moving fast across the map then improve speed - can't hurt
what you can't catch. If you like just 'duking it out' up close then hit
points will keep you healthier longer. If you need some extra umph in your
attack, then improve attack. For the Rock Thrower, range can give you an edge
by allowing you to attack from farther away. But anyway, you should always
try to improve your units to suit your playing style and/or situation. Each
improvement has a good effect so improve when you can.

Civilizations and their bonuses (bonuses vary between different
versions/updates)

Note: How to determine which bonuses are right for you? Look at how you plan
to play the battle. If you plan on walling yourself in then the Civ - Economy
(stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
Economy (gold) bonuses are the way to go. Each civilization has its
advantages and disadvantages throughout each epoch and each map type. Island
maps will require ships and ships require wood, gold, and iron so not only
the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
There is no perfect civilization and even picking a civilization that may
seem 'handicapped' usually does not decide a game's fate same as picking a
seemingly advantaged civilization does not decide either, but it can help if
facing a similar opponent and any edge you can get over some one else is a
good thing I feel. The nice part of Empire Earth is that the game structure
allows for miscalculations without any severe penalties. The other player's
Ships may have better range but yours are faster so the range advantage is
not very useful now because with the speed, the shots now miss most of the
time. There is always a counter for everything available. Improvements give
an advantage to a certain area. Also, the beginning civilization bonuses give
an early advantage and a later advantage as well. Even though you may start
out with a civilization bonus of Infantry - Ranged (range) you can still
improve that range more with the unit improvement feature. So you start out
with +2 but then improve twice more at +2 each time so now the range is +6
whereas your opponent can only upgrade range twice and didn't have the
starting Infantry - Ranged (range) bonus so can only get to a +4 range.
However, his civilization started out with a Citizens & Fishing Boats (speed)
bonus so he can therefore get more resources faster. More resources = faster
and larger army production. See how that works?

Also, a breakdown on how the bonus system can be applied to units.

Civ - Building, Walls & Towers = defensive bonuses
Infantry - Ranged = Rock Thrower
Infantry - Sword = Clubman
Religion - Priests = Priest
Religion - Prophets = Prophet

Economy bonuses are always good as are Citizen bonuses too. 

Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
hunting & foraging), Civ - General (conversion resistance)

Assyrian Empire = Citizens & Fishing Boats (range), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (hunting & foraging), Civ -
General (pop cap)

Babylon = Citizens & Fishing Boats (hit points), Civ - Buildings, Walls &
Towers (range), Civ - Economy (stone, wood), Religion - Prophets (range, speed)

Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
Walls & Towers (cost, hit points), Civ - General (pop cap), Infantry - Ranged
(range, speed), Infantry - Sword (attack, hit points, speed)

Carthage = Citizens & Fishing Boats (cost), Civ - Economy (stone), Civ -
General (mountain combat), Infantry - Ranged (armor, cost)

Kingdom of Israel = Citizens & Fishing Boats (build time), Civ - Economy
(iron), Infantry - Sword (hit points, speed), Religion Priests (build time,
cost, hit points), Religion - Prophets (hit points, range)

Austria = Citizens & Fishing Boats (attack, cost), Civ - Economy (hunting &
foraging), Civ - General (conversion resistance)

England = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (cost, range), Civ - Economy (gold), Infantry - Ranged (hit points,
range)

Franks = Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy (gold,
wood), Civ - General (conversion resistance), Religion - Prophets (cost, range)

Kingdom of Italy = Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (stone), Civ - General
(mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
(hit points, range, speed)

Ottoman Empire = Citizens & Fishing Boats (build time, speed), Civ - Economy
(stone), Civ - General (pop cap), Religion - Priests (cost, hit points)

Spain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers
(range), Civ - Economy (iron), Civ - General (mountain combat), Infantry -
Ranged (attack, build time, hit points), Religion - Priests (hit points, range)

France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
& Towers (attack, hit points, range), Civ - Economy (gold, wood), Infantry -
Ranged (attack, range)

Germany = Citizens & Fishing Boats (cost, hit points), Civ - Economy (stone)

Great Britain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls &
Towers (attack, build time, range), Civ - Economy (gold, hunting & foraging)

Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ -
Economy (stone), Civ - General (conversion resistance), Infantry - Ranged
(build time, cost)

Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (attack), Civ - Economy (iron), Civ - General (pop cap), Infantry -
Ranged (build time, hit points)

United States = Citizens & Fishing Boats (attack, speed), Civ - Buildings,
Walls & Towers (build time, cost), Civ - Economy (gold, iron), Civ - General
(pop cap)

China = Citizens & Fishing Boats (cost), Civ - General (pop cap)

Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
Walls & Towers (hit points, range), Civ - Economy (wood) Rebel Forces =
Citizens & Fishing Boats (build time, range), Civ - Buildings, Walls & Towers
(hit points), Civ - Economy (iron), Civ - General (mountain combat), Infantry
Ranged (attack, range)

Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
(pop cap), Infantry - Ranged (armor, speed)

Korea = Civ - Economy (gold), Civ - General (mountain combat), Infantry -
Ranged (armor, hit points)

Civilization Specific Powers*

For the Prehistoric epoch, these civilizations have these powers:

Assyrian Empire = Slavery (I-XV)
Babylon = Priest Towers (I-XV)
Byzantine Rome = Insurance (I-XV)
Carthage = Pathfinding (I-XV)
Kingdom of Israel = Emissaries (I-XV)
England = Exploration (I-XV)
Kingdom of Italy = Metallurgy (I-XV)
Ottoman Empire = Expansionism (I-XV)
France = Camouflage (I-XV)
Russia = Advanced Mining (I-XV)
China = Just In Time Manufacturing (I-XV)
Rebel Forces = Cloaking (I-XV)
Korea = Fanaticism (I-XV) 


-------------------------------------------------------------------------------
IIIII IIIII                 |
 III   III                  |
 III   III                  | 2II Stone
 III   III                  |
IIIII IIIII                 |
-------------------------------------------------------------------------------

Analysis

In the Stone Epoch, there isn't a whole lot to do except try to advance to
another epoch (if available). This epoch is basic and pretty straightforward
as far as strategies. You have a few options available but still not that
many. You can't do any farming, very limited military, and slow resource
gathering. On a positive note, you can now play in the water and have the
Archery Range available. A good Combo is the Spearman and Slinger combo or
Spearman and Rock Thrower combo.

Economy

Food and wood are the big necessities in this epoch. Food is limited since no
farming and only hunting and foraging. Wood is needed for rafts (not able to
build boats yet) and buildings. Gold is needed as well now. Stone is for
defense and iron still is not as useful as the other resources. Iron does
help if there is a sea map though because the War Raft can be useful for
ruling the seas. You can also fish so food isn't as limited as the
Prehistoric Epoch but is still limited.

Unit resource breakdowns:

Canine Scout = food
Citizen = food
Clubman =  food & iron
Fishing Raft = wood
Priest = food & gold
Prophet = food & gold
Rock Thrower = food & gold
Sampson = gold & wood
Slinger =  gold & wood
Spearman = food & iron
Transport Raft = wood
War Raft = iron & wood

Building resource breakdowns

Archery Range = wood
Barracks = wood
Dock = wood
House = stone & wood
Settlement = wood
Temple = stone & wood
Tower = stone

To start out, you'll need a couple Citizens which you should start out with.
Next objective is to build a Settlement Town Center then Capitol as needed.
To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
the Settlement. After 10 Citizens populate a Town Center it becomes a
Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
or a Capitol (but not a Settlement) you can produce more Citizens or even the
Canine Scout which can go through trees and makes a decent unit to "see what
the Joneses are up to". Got to keep up with those Joneses you know.

Also, try to keep a Settlement, Town Center or Capitol near resources so that
the resources are gathered faster. Don't make the citizens have to walk too
far.

Next is the house. The house makes your units stronger and more durable
within range of the house. Houses help improve your defenses. Town Centers
and Capitols also provide defensive bonuses as well.

There is an upgrade available in the Town Center or Capitol during the Stone
Epoch called Hafted Tools. This upgrade makes stone mining faster.

The Babylon Priest Tower "rush" in epochs I and II*

Many people have panicked because of the lack of a university to 'protect'
you from conversion by these buildings. Priests are mobile and can reconvert
or convert. Build a Temple and a few Priests to protect against this. If your
opponent didn't think to build Temples nearby these buildings then by all
means make a Prophet and use Earthquake to take down the tower(s). A Babylon
Priest Tower can only try to convert one unit at a time. Also, if your
opponent does happen to put up a tower close to one of your producing
buildings (Capitol, Town Center, or Barracks) just set a rally point away
from the tower so that units produced don't get converted just standing
around. If a Priest Tower gets set up around one of your resource areas, have
some Rock Throwers combined with Priests to take it or them out. When one of
your Rock Throwers gets close to being converted, pull him back out of the
way so that he doesn't get converted. If a Rock Thrower does get converted,
use a Priest to convert him back. Priests and Prophets can't be converted in
the first two epochs so don't be afraid to keep a Priest or a Prophet hanging
around Priest Towers. Also, buildings can't be converted by Priest Towers
either. Therefore a Tower can be built close by using the same principle of
putting a Citizen near the Priest Tower to build a Tower. When the Citizen
gets close to conversion, pull him away and bring in another Citizen. The
Priest Tower 'rush' is not as bad as a Priest rush can be though because you
can see where a Priest Tower is and they can't move. A Priest on the other
hand can disappear to somewhere else. The Kingdom of Israel's Priests can be
MUCH nastier because they are cloaked (invisible). Try defending against an
invisible enemy that can sneak up and convert you. There is always a way to
combat any situation. The best way is to use your head and think through what
the problem is and what the solution to that problem is. there is always a
unit (or two or three) that can counter whatever your enemy throws at you.

Towers (defense)

After you get your economy going with food and wood production/collection,
you'll want to start thinking about your defensive and military options. For
defense you have the Primitive Tower available which is very sturdy for the
epoch. Takes a lot for most of the units in the Stone age to even dent these
suckers. There are no walls though and it takes a bit to gather the stone to
put up a couple here and there where they may protect important areas,
resources and/or buildings. Also, in the early going, these towers can help
protect against the famed "Babylon Priest Tower rush" where someone playing
as Babylon puts up a bunch of Priest Towers to convert units. A Primitive
Tower in an area can't be converted and if the Babylon player puts up a
Priest Tower too close to a Primitive Tower, use the Primitive Tower to beat
it down. Putting up a small group of Primitive Towers in key places can help
keep out the Priest Tower rushers. Priest Towers can't convert buildings in
the Stone Epoch. You can improve the range of Towers but can only increase it
once. Once is all you need though. Also take note, trees and other obstacles
make great boundaries for your village, town, and eventual (hopefully)
prosperous city. Also note that Carthage's Pathfinding* ability negates this
strategy in The Art of Conquest Expansion.

Priests/Prophets

In all epochs, the Priests and Prophets are made at the Temple. No
universities in this epoch so there is no safeguard against Priests (or
Priest Towers). Prophets can not do their 'voodoo' around a temple so there
is protection against Prophets if you plan out making Temples for protection.
Not having Universities doesn't create a real problem against Priests though.
What can be converted can be converted back. Remember also that in the
'Priest Tower rush' that Priest Towers can't move whereas Priests are moving
Priest Towers in a way. A really good strategy is to make several priests and
keep them around where any Babylon Priest Tower may be. If some of your units
get converted, use the priests to convert them right back. Priests can't
convert other Priests until a much later epoch. Priests also can't convert
Prophets. Priest Towers can't convert Priests until a much later epoch and
also can't convert Prophets either.

There are three upgrades available in the Stone Epoch. Ancestor Worship
increases the Temple range, Ceremonial Burial increases the Priest hit
points, and Shamanism increases the Prophet range.

Military

Archery Range

Only one unit from the Archery Range, the Slinger. The Rock Thrower is also
a ranged unit so you'll need to decide which unit you wish to go with. With
archery/ranged units, you usually want to improve the range of the unit.
Attack is also another good improvement as well. A common tactic is to use a
group of Spearmen with increased hit points and attack values as a protective
shield for your ranged units. this way, if units get in close, your Spearmen
can take care of them while your Slingers (ranged units) attack from a safer
distance. Slingers need to beware Clubmen and Rock Throwers which is why you
have the Spearmen, right? Ranged -> Spear -> Sword -> Ranged.

Barracks

There are now some specialized units to build at the Barracks. The basic
infantry (sword) unit is still the Clubman. There is also the ranged Rock
Thrower as well. There are also two more units now. The first being the
Spearman. The second new unit is the Sampson. The Sampson is good at
knocking down buildings but can't attack anything else except buildings.
Also, if you noticed a large poster that shipped with the game, there is a
unit relationship chart included. Learn the unit relationships for better
gameplay. In this epoch, Clubmen and Rock Throwers have bonuses against
Slingers, Slingers have bonuses against Spearmen, and Spearmen have bonuses
against Clubmen and Rock Throwers. It is a good idea to build several of each
type to be prepared for any attack. To take out buildings, use Sampsons, but
you'll need to protect them first with other units. You need to make the
decision though of which road to take. Also, don't forget the improvements to
hit points, speed, range and such. Improved units usually slaughter
unimproved units. Improvements and upgrades give the advantage.

Dock

You can now play in the water. You can't build too much, but something is
better than nothing. Note also that in The Art of Conquest Expansion, you
need to be using a water map and not a space map to use the water. Running
low on food? Try building a few Fishing Rafts to pick up some extra food. Do
you want to storm the beaches of another island? Try building some Transport
Rafts to carry your land troops across the water. Need protection for your
Fishing Rafts and Transport Rafts? Try building some War Rafts for
protection. Better yet, build some War Rafts so that your opponent needs some
protection. Remember though that the more land there is, the less of a navy
you will need.

Civilizations and their bonuses (bonuses vary between different
versions/updates)

Note: How to determine which bonuses are right for you? Look at how you plan
to play the battle. If you plan on walling yourself in then the Civ - Economy
(stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
Economy (gold) bonuses are the way to go. Each civilization has its
advantages and disadvantages throughout each epoch and each map type. Island
maps will require ships and ships require wood, gold, and iron so not only
the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
There is no perfect civilization and even picking a civilization that may
seem 'handicapped' usually does not decide a game's fate same as picking a
seemingly advantaged civilization does not decide either, but it can help if
facing a similar opponent and any edge you can get over some one else is a
good thing I feel. The nice part of Empire Earth is that the game structure
allows for miscalculations without any severe penalties. The other player's
Ships may have better range but yours are faster so the range advantage is
not very useful now because with the speed, the shots now miss most of the
time. There is always a counter for everything available. Improvements give
an advantage to a certain area. Also, the beginning civilization bonuses give
an early advantage and a later advantage as well. Even though you may start
out with a civilization bonus of Infantry - Ranged (range) you can still
improve that range more with the unit improvement feature. So you start out
with +2 but then improve twice more at +2 each time so now the range is +6
whereas your opponent can only upgrade range twice and didn't have the
starting Infantry - Ranged (range) bonus so can only get to a +4 range.
However, his civilization started out with a Citizens & Fishing Boats (speed)
bonus so he can therefore get more resources faster. More resources = faster
and larger army production. See how that works?

Also, a breakdown on how the bonus system can be applied to units.

Archers - Foot = Slinger
Civ - Building, Walls & Towers = defensive bonuses
Infantry - Ranged = Rock Thrower
Infantry - Spear = Spearman
Infantry - Sword = Clubman
Religion - Priests = Priest
Religion - Prophets = Prophet
Ships - Frigates & Cruisers = War Raft
Ships - Galleys, Transports & Subs = Transport Raft
Siege Weapons & Mobile AA = Sampsons
Economy bonuses are always good as are Citizen bonuses too. 

Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
hunting & foraging), Civ - General (conversion resistance), Infantry - Spear
(attack, hit points, speed), Ships - Frigates & Cruisers (attack, range),
Siege Weapons & Mobile AA (attack, cost, rate of fire)

Assyrian Empire = Archers - Foot (attack, speed), Citizens & Fishing Boats
(range), Civ - Buildings, Walls & Towers (build time, hit points), Civ -
Economy (hunting & foraging), Civ - General (pop cap)

Babylon = Archers - Foot (hit points, range speed), Citizens & Fishing Boats
(hit points), Civ - Buildings, Walls & Towers (range), Civ - Economy (stone,
wood), Infantry - Spear (build time, hit points, speed), Religion - Prophets
(range, speed)

Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
Walls & Towers (cost, hit points), Civ - General (pop cap), Infantry - Ranged
(range, speed), Infantry - Sword (attack, hit points, speed)

Carthage = Citizens & Fishing Boats (cost), Civ - Economy (fishing, stone),
Civ - General (mountain combat), Infantry - Ranged (armor, cost), Ships -
Galleys, Transports & Subs (cost)

Kingdom of Israel = Archers - Foot (armor, hit points, range), Citizens &
Fishing Boats (build time), Civ - Economy (fishing, iron), Infantry - Sword
(hit points, speed), Religion Priests (build time, cost, hit points),
Religion - Prophets (hit points, range), Ships - Frigates & Cruisers (attack)

Austria = Citizens & Fishing Boats (attack, cost), Civ - Economy (hunting &
foraging), Civ - General (conversion resistance), Infantry - Spear (attack,
hit points, speed)

England = Archers - Foot (range, cost, build time), Citizens & Fishing Boats
(build time), Civ - Buildings, Walls & Towers (cost, range), Civ - Economy
(fishing, gold), Infantry - Ranged (hit points, range), Siege Weapons &
Mobile AA (hit points, rate of fire)

Franks = Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy (gold,
wood), Civ - General (conversion resistance), Religion - Prophets (cost,
range), Siege Weapons & Mobile AA (attack, hit points)

Kingdom of Italy = Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (stone), Civ - General
(mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
(hit points, range, speed), Ships - Frigates & Cruisers (attack)

Ottoman Empire = Citizens & Fishing Boats (build time, speed), Civ - Economy
(stone), Civ - General (pop cap), Religion - Priests (cost, hit points)

Spain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers
(range), Civ - Economy (iron), Civ - General (mountain combat), Infantry -
Ranged (attack, build time, hit points), Infantry - Spear (armor, attack, hit
points), Religion - Priests (hit points, range), Ships - Galleys, Transports
& Subs (cost, hit points)

France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
& Towers (attack, hit points, range), Civ - Economy (gold, wood), Infantry -
Ranged (attack, range)

Germany = Citizens & Fishing Boats (cost, hit points), Civ - Economy (stone),
Ships - Galleys, Transports & Subs (hit points)

Great Britain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls &
Towers (attack, build time, range), Civ - Economy (gold, hunting & foraging),
Ships - Frigates & Cruisers (build time, hit points, speed)

Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ -
Economy (stone), Civ - General (conversion resistance), Infantry - Ranged
(build time, cost), Siege Weapons & Mobile AA (attack, hit points, rate of
fire)

Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
(cost), Siege Weapons & Mobile AA (area damage, range)

United States = Citizens & Fishing Boats (attack, speed), Civ - Buildings,
Walls & Towers (build time, cost), Civ - Economy (gold, iron), Civ - General
(pop cap)

China = Citizens & Fishing Boats (cost), Civ - General (pop cap)

Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
Walls & Towers (hit points, range), Civ - Economy (wood), Siege Weapons &
Mobile AA (hit points, range, rate of fire)

Rebel Forces = Citizens & Fishing Boats (build time, range), Civ - Buildings,
Walls & Towers (hit points), Civ - Economy (iron), Civ - General (mountain
combat), Infantry Ranged (attack, range)

Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
(pop cap), Infantry - Ranged (armor, speed)

Korea = Civ - Economy (gold), Civ - General (mountain combat), Infantry -
Ranged (armor, hit points), Siege Weapons & Mobile AA (range, rate of fire)

Civilization Specific Powers

For the Stone epoch, these civilizations have these powers:

Assyrian Empire = Slavery (I-XV)
Babylon = Priest Towers (I-XV)
Byzantine Rome = Insurance (I-XV)
Carthage = Pathfinding (I-XV)
Kingdom of Israel = Emissaries (I-XV)
England = Exploration (I-XV)
Kingdom of Italy = Metallurgy (I-XV)
Ottoman Empire = Expansionism (I-XV)
France = Camouflage (I-XV)
Russia = Advanced Mining (I-XV)
China = Just In Time Manufacturing (I-XV)
Rebel Forces = Cloaking (I-XV)
Korea = Fanaticism (I-XV) 


-------------------------------------------------------------------------------
IIIII IIIII IIII            |
 III   III   III            |
 III   III   III            | 2III Copper
 III   III   III            |
IIIII IIIII IIIII           |
-------------------------------------------------------------------------------

Analysis

The Copper Epoch picks up a lot in strategy but is still missing some
elements found later. This epoch is a lot more involved than the first two
epochs (Prehistoric and Stone). You can now farm which means that food
shortages are unlikely unless you aren't farming. Farming also means a bigger
need for wood in the beginning. The Stable also makes its appearance in this
epoch thus providing a basic cavalry unit. Many more ships can be built and
unit relationships on the water exist now. There is also the Hospital for
healing units. The University for learning new technology and protecting
against Priest and Babylon Priest Tower conversions. The Fortress for
garrisoning units inside, which, while inside, do not count towards your
PopCap (Population Capacity). There is also the ability to make Heroes and
Wonders. Also, for Civilization Specific Powers, Ancient Greece gains the
Flaming Arrows ability while Austria gains the Adaptation technology. A good
combo on land is the Spearman and Simple Bowman combo. A good combo on the
water is the Frigate and Battleship combo.

Economy

Food and wood are the big necessities in this epoch. Food is not limited
however like in previous epochs. Wood is needed for rafts, boats and
buildings. Gold is needed as well now. Iron is still not really a priority
yet (unless shipbuilding) but is a priority if basing your army on infantry
units. And stone is still mainly for defense and some buildings.

Remember too, more options means you need more resources.

Unit resource breakdowns:

Battleship - Copper = gold & wood
Canine Scout = food
Citizen = food
Fishing Raft = wood
Frigate - Copper = iron & wood
Galley - Copper = iron & wood
Horseman = food & gold
Maceman =  food & iron
Priest = food & gold
Prophet = food & gold
Sampson = gold & wood
Simple Bowman =  gold & wood
Spearman = food & iron
Transport - Copper = wood

Building resource breakdowns

Archery Range = wood
Barracks = wood
Dock = wood
Farm = wood
Fortress = wood
Granary = wood
Hospital = stone & wood
House = stone & wood
Settlement = wood
Stable = wood
Temple = stone & wood
Tower = stone
University = stone & wood
Wall/Gate = stone

Wonders can also now be built (see here for description)

Coliseum = gold & stone & wood
Ishtar Gates = iron & stone & wood
Library of Alexandria = gold & stone & wood
Pharos Lighthouse = iron & stone & wood
Temple of Zeus = iron & stone & wood
Tower of Babylon = gold & stone & wood 
To start out, you'll need a couple Citizens which you should start out with.
Next objective is to build a Settlement Town Center then Capitol as needed.
To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
the Settlement. After 10 Citizens populate a Town Center it becomes a
Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
or a Capitol (but not a Settlement) you can produce more Citizens or even the
Canine Scout which can go through trees and makes a decent unit to "see what
the Joneses are up to". Got to keep up with those Joneses you know.

Also, try to keep a Settlement, Town Center or Capitol near resources so that
the resources are gathered faster. Don't make the citizens have to walk too
far.

Next is the house. The house makes your units stronger and more durable
within range of the house. Houses help improve your defenses. Town Centers
and Capitols also provide defensive bonuses as well.

There are two upgrades in this epoch. One is called Fine-Edged Tools and
increases hunting and foraging. The second upgrade is called Hand Axe and
increases wood gathering.

Towers, Walls & Gates (defense)

 *** After you get your economy going with food and wood
production/collection, you'll want to start thinking about your defensive and
military options. For defense, you need to make a choice between weaker
wooden palisades, which are easier to make but not as durable, or the more
durable stone variety. Unless tapped for stone, I recommend the stone
defenses. In a pinch though use the wooden palisades. Remember also that wood
burns and there is the Civilization Specific Power of Ancient Greece called
Flaming Arrows as well as the Prophet's Fire Storm. The ability to create a
gate from 5 inline walls exists. Walls should be used to slow down the enemy
and are fairly quick and inexpensive to build. Walls can't fight back like
Towers can but do serve well to slow down an enemy from getting to a place
you don't want them to be. Also take note, trees and other obstacles make
great boundaries for your village, town, and eventual (hopefully) prosperous
city. Also note that Carthage's Pathfinding* ability negates this boundary
strategy in The Art of Conquest Expansion.

Priests/Prophets

In all epochs, the Priests and Prophets are made at the Temple. The safeguard
against Priests is the University. Units within range of a University can not
be converted by Priests. Prophets can not do their 'voodoo' around a temple
so there is protection against Prophets if you plan out making Temples for
protection. Priests work well as defense now since the Universities your
opponent probably has up cancel out any attack abilities enjoyed in the
earlier epochs (Prehistoric and Stone). They are nice as defense though
because the enemy comes into your camp and you get new units (even over your
Pop Cap). The Prophet is still as useful as ever. Launch some of those
'voodoo' whoodoos when the opportunity arises then go back and recharge
afterwards.

There are two upgrades available in the Copper Epoch. Mythology increases
Priest speed. And Polytheism increases the Priest range.

Military

Heroes

Gilgamesh is the Warrior Hero. Sargon of Akkad is the Strategist Hero. See
chapter XI in the Empire Earth manual for more information on heroes.

Archery Range

Only one unit from the Archery Range, the Simple Bowman. With archery/ranged
units, you usually want to improve the range of the unit. Attack is also
another good improvement as well. A common tactic is to use a group of
Spearmen with increased hit points and attack values as a protective shield
for your ranged units. this way, if units get in close, your Spearmen can
take care of them while your Simple Bowmen attack from a safer distance.
Simple Bowmen need to beware Mace Men which is why you have the Spearmen,
right? If coming from the Stone Epoch (II), you will need to upgrade from the
Slinger to the Simple Bowman.

Barracks

There are now some specialized units to build at the Barracks. The basic
infantry (sword) unit is now the Mace Man. There is also the Spearman. And
the last unit is the Sampson. The Sampson is good at knocking down buildings
but can't attack anything else except buildings. Also, if you noticed a large
poster that shipped with the game, there is a unit relationship chart
included. Learn the unit relationships for better gameplay. In this epoch,
Mace Men have bonuses against Simple Bowmen, Simple Bowmen have bonuses
against Spearmen, and Spearmen have bonuses against Mace Men. It is a good
idea to build several of each type to be prepared for any attack. To take out
buildings, use Sampsons, but you'll need to protect them first with other
units. You need to make the decision though of which road to take. Also,
don't forget the improvements to hit points, speed, range and such. Improved
units usually slaughter unimproved units. Improvements and upgrades give the
advantage. If Epoching up from the Stone Epoch (II) then the Mace Man is an
upgrade from the Clubman.

Dock

You can now REALLY play in the water. Note that in The Art of Conquest
Expansion, you need to be using a water map and not a space map to use the
water. Running low on food? Try building a few Fishing Rafts to pick up some
extra food. Do you want to storm the beaches of another island? Try building
some Transports to carry your land troops across the water. Next you have a
full range of ships available to build but like other units, there are unit
relationships where one unit has an advantage against another while having a
weakness against another. The Battleship really shines out of all the ships
to be built but does have a weakness against the Galley. Frigates have an
advantage against Galleys but are weak against Battleships. Thus the sea
triangle is born. Battleships will usually be the main unit of your navy
though because they are pretty durable but are also a bit expensive. If you
epoched up from the Stone Epoch (II) then you will need to upgrade these
units: Transport Raft -> Transport Copper, and War Raft -> Frigate Copper.

Stable

Only one unit that is able to be built this epoch in the Stable. That unit is
the Horseman. As you will notice, Stable units are cavalry units. They also
cost a bit more, take up two of your population, are faster, and have more
hit points. The Horseman is sword cavalry which means he has an advantage
against archers and ranged infantry but a disadvantage against spear units. I
usually use cavalry as 'firemen'. Since cavalry is faster, it can get to
places quicker than infantry can and put out that enemy 'fire' quickly.

Support Buildings

Fortress

Ever think about getting a bunch of units ahead so that you don't have to
wait around to build units after an enemy starts invading the crap out of you
non stop? With Fortresses, you can stockpile pre-built armies so that you can
in essence build over your Pop Cap. All units stored inside a Fortress do not
count against your Pop Cap so you can then build more units. If you are at or
over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
day. As your outside units start getting slaughtered, just pull units out of
the Fortress(es). Instant pre-built reserves. You need to protect these
structures though, because if they are destroyed while you are at your Pop
Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
are automatically jettisoned from the building on a last in first out basis
when a Fortress is destroyed).

Granary

 Granaries are needed to make farms. If placed well, one Granary can plant
the seeds for 8 farms all around it. There is also an option on the Granary
to replant farms should any be destroyed. Farms have PILES of food and can
also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
populate a Granary, the size of the Granary increases. Each Citizen
populating a Granary (up to 8) helps to increase food production. Speaking of
which...

In the Copper Epoch, the Granary has one upgrade, Irrigation which increases
Farm production even more.

Hospital

Hospitals help heal your units when they get hurt in battle. Within a certain
range of a Hospital, units start healing (shown with a green dot graphic).
You should probably place a Hospital just behind the lines so that it doesn't
get destroyed but also so that it is easier to get to for your hurt units

There is an upgrade for the Hospital as well. Herbal Medicines which
increases the Citizen and Canine Scout hit points as well as increase the
Citizen's attack value.

University

The University is for advanced research projects.

There is one upgrade available at the University this epoch. Oil Lamp
increases the building's line of sight (clears away the fog of war [black
'void'] farther around your buildings so that more of the map around the
buildings is visible).

Civilizations and their bonuses (bonuses vary between different
versions/updates)

Note: How to determine which bonuses are right for you? Look at how you plan
to play the battle. If you plan on walling yourself in then the Civ - Economy
(stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
Economy (gold) bonuses are the way to go. Each civilization has its
advantages and disadvantages throughout each epoch and each map type. Island
maps will require ships and ships require wood, gold, and iron so not only
the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
There is no perfect civilization and even picking a civilization that may
seem 'handicapped' usually does not decide a game's fate same as picking a
seemingly advantaged civilization does not decide either, but it can help if
facing a similar opponent and any edge you can get over some one else is a
good thing I feel. The nice part of Empire Earth is that the game structure
allows for miscalculations without any severe penalties. The other player's
Ships may have better range but yours are faster so the range advantage is
not very useful now because with the speed, the shots now miss most of the
time. There is always a counter for everything available. Improvements give
an advantage to a certain area. Also, the beginning civilization bonuses give
an early advantage and a later advantage as well. Even though you may start
out with a civilization bonus of Infantry - Ranged (range) you can still
improve that range more with the unit improvement feature. So you start out
with +2 but then improve twice more at +2 each time so now the range is +6
whereas your opponent can only upgrade range twice and didn't have the
starting Infantry - Ranged (range) bonus so can only get to a +4 range.
However, his civilization started out with a Citizens & Fishing Boats (speed)
bonus so he can therefore get more resources faster. More resources = faster
and larger army production. See how that works?

Also, a breakdown on how the bonus system can be applied to units.

Archers - Foot = Simple Bowman
Cavalry - Sword = Horseman
Civ - Building, Walls & Towers = defensive bonuses
Infantry - Spear = Spearman
Infantry - Sword = Mace Man
Religion - Priests = Priest
Religion - Prophets = Prophet
Ships - Battleships & Carriers = Battleship - Copper
Ships - Frigates & Cruisers = Frigate - Copper
Ships - Galleys, Transports & Subs = Galley - Copper & Transport - Copper
Siege Weapons & Mobile AA = Sampsons
Economy bonuses are always good as are Citizen bonuses too. 

Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
hunting & foraging), Civ - General (conversion resistance), Infantry - Spear
(attack, hit points, speed), Ships - Frigates & Cruisers (attack, range),
Siege Weapons & Mobile AA (attack, cost, rate of fire)

Assyrian Empire = Archers - Foot (attack, speed), Cavalry - Sword (attack,
hit points), Citizens & Fishing Boats (range), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (farming, hunting & foraging),
Civ - General (pop cap)

Babylon = Archers - Foot (hit points, range speed), Citizens & Fishing Boats
(hit points), Civ - Buildings, Walls & Towers (range), Civ - Economy (stone,
wood), Infantry - Spear (build time, hit points, speed), Religion - Prophets
(range, speed)

Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
(pop cap), Infantry - Sword (attack, hit points, speed), Ships - Battleships
& Carriers (attack, build time)

Carthage = Cavalry - Sword (armor, hit points), Citizens & Fishing Boats
(cost), Civ - Economy (fishing, stone), Civ - General (mountain combat),
Ships - Galleys, Transports & Subs (cost, range)

Kingdom of Israel = Archers - Foot (armor, hit points, range), Citizens &
Fishing Boats (build time), Civ - Economy (fishing, iron), Infantry - Sword
(hit points, speed), Religion Priests (build time, cost, hit points),

Religion - Prophets (hit points, range), Ships - Battleships & Carriers
(attack), Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports &
Subs (attack)

Austria = Cavalry - Sword (armor, attack ,speed), Citizens & Fishing Boats
(attack, cost), Civ - Economy (hunting & foraging), Civ - General (conversion
resistance), Infantry - Spear (attack, hit points, speed)

England = Archers - Foot (range, cost, build time), Citizens & Fishing Boats
(build time), Civ - Buildings, Walls & Towers (cost, range), Civ - Economy
(fishing, gold), Ships - Battleships & Carriers (attack, build time), Siege
Weapons & Mobile AA (hit points, rate of fire)

Franks = Cavalry - Sword (armor, cost, hit points, speed), Civ - Buildings,
Walls & Towers (attack, cost), Civ - Economy (gold, wood), Civ - General
(conversion resistance), Religion - Prophets (cost, range), Siege Weapons &
Mobile AA (attack, hit points)

Kingdom of Italy = Cavalry - Sword (build time), Citizens & Fishing Boats
(cost), Civ - Buildings, Walls & Towers (build time, hit points), Civ -
Economy (stone), Civ - General (mountain combat), Religion - Priests (hit
points, range, speed), Ships - Frigates & Cruisers (attack)

Ottoman Empire = Citizens & Fishing Boats (build time, speed), Civ - Economy
(farming, stone), Civ - General (pop cap), Religion - Priests (cost, hit
points)

Spain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers
(range), Civ - Economy (farming, iron), Civ - General (mountain combat),
Infantry - Spear (armor, attack, hit points), Religion - Priests (hit points,
range), Ships - Galleys, Transports & Subs (attack, cost, hit points)

France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
& Towers (attack, hit points, range), Civ - Economy (gold, wood)

Germany = Citizens & Fishing Boats (cost, hit points), Civ - Economy (stone),
Ships - Galleys, Transports & Subs (attack, hit points, range)

Great Britain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls &
Towers (attack, build time, range), Civ - Economy (gold, hunting & foraging),
Ships - Frigates & Cruisers (build time, hit points, speed) Italy = Civ -
Buildings, Walls & Towers (attack, build time, range), Civ - Economy
(farming, stone), Civ - General

(conversion resistance), Siege Weapons & Mobile AA (attack, hit points, rate
of fire) Russia = Citizens & Fishing Boats (build time), Civ - Buildings,
Walls & Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop
cap), Ships - Frigates & Cruisers (cost), Siege Weapons & Mobile AA (area
damage, range)

United States = Citizens & Fishing Boats (attack, speed), Civ - Buildings,
Walls & Towers (build time, cost), Civ - Economy (gold, iron), Civ - General
(pop cap), Ships - Battleships & Carriers (hit points, range)

China = Citizens & Fishing Boats (cost), Civ - Economy (farming), Civ -
General (pop cap), Ships - Galleys, Transports & Subs (attack)

Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
Walls & Towers (hit points, range), Civ - Economy (wood), Siege Weapons &
Mobile AA (hit points, range, rate of fire)

Rebel Forces = Citizens & Fishing Boats (build time, range), Civ - Buildings,
Walls & Towers (hit points), Civ - Economy (iron), Civ - General (mountain
combat)

Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
(pop cap)

Korea = Civ - Economy (gold), Civ - General (mountain combat), Siege Weapons
& Mobile AA (range, rate of fire)

Civilization Specific Powers

For the Copper epoch, these civilizations have these powers:

Ancient Greece = Flaming Arrows (III-VII)
Assyrian Empire = Slavery (I-XV)
Babylon = Priest Towers (I-XV)
Byzantine Rome = Insurance (I-XV)
Carthage = Pathfinding (I-XV)
Kingdom of Israel = Emissaries (I-XV)
Austria = Adaptation (III-XV)
England = Exploration (I-XV)
Kingdom of Italy = Metallurgy (I-XV)
Ottoman Empire = Expansionism (I-XV)
France = Camouflage (I-XV)
Russia = Advanced Mining (I-XV)
China = Just In Time Manufacturing (I-XV)
Rebel Forces = Cloaking (I-XV)
Korea = Fanaticism (I-XV) 


-------------------------------------------------------------------------------
IIIII VV     VV             |
 III  VV     VV             |
 III   VV   VV              | 2IV Bronze
 III    VV VV               |
IIIII    VVV                |
-------------------------------------------------------------------------------

Analysis

The Bronze Epoch adds siege weaponry but is still missing some elements found
later. This epoch sets the stage for the style of warfare to stick around for
quite a while in history. Infantry with archers of range, and cavalry for
faster units and more speed and strength but at a cost. Siege weapons for
breaking down defenses and destroying the enemy's livelihood. The advent of
gunpowder was what eventually changed the age old war ethic of shock, spear,
and ranged to just plain ranged fighting but that is the future and this is
STILL the Bronze Epoch. For the Civilization Specific Powers, The Franks gain
the Crusaders ability. One of the best combos in the game is the War Elephant
and Elephant Archer combo. And in the water, the Battleship and Frigate combo.

Economy

Food and wood are the big necessities in this epoch. Food is not limited
however like in previous epochs. Wood is needed for boats and buildings. Gold
is needed as well now. Iron is still not really a priority yet (unless
shipbuilding) but is a priority if basing your army on infantry units. And
stone is still mainly for defense and some buildings.

Remember too, more options means you need more resources.

Unit resource breakdowns:

Battleship - Bronze = gold & wood Bronze Cavalry = food & gold Canine Scout =
food Catapult = gold & wood Chariot Archer = gold & wood Citizen = food
Elephant Archer = food & gold Fishing Boat - Bronze = wood Frigate - Bronze =
iron & wood Galley - Bronze = iron & wood Horseman = food & gold Javelin =
gold & wood Phalanx = food & iron Priest = food & gold Prophet = food & gold
Ram = gold & wood Short Sword = food & iron Siege Tower = gold & wood Simple
Bowman = gold & wood Stone Thrower = gold & wood Transport - Bronze = wood
War Elephant = food & gold

Building resource breakdowns

Archery Range = wood Barracks = wood Dock = wood Farm = wood Fortress = wood
Granary = wood Hospital = stone & wood House = stone & wood Settlement = wood
Siege Factory = wood Stable = wood Temple = stone & wood Tower = stone
University = stone & wood Wall/Gate = stone

Wonders can also be built (see here for description)

Coliseum = gold & stone & wood Ishtar Gates = iron & stone & wood Library of
Alexandria = gold & stone & wood Pharos Lighthouse = iron & stone & wood
Temple of Zeus = iron & stone & wood Tower of Babylon = gold & stone & wood

To start out, you'll need a couple Citizens which you should start out with.
Next objective is to build a Settlement Town Center then Capitol as needed.
To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
the Settlement. After 10 Citizens populate a Town Center it becomes a
Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
or a Capitol (but not a Settlement) you can produce more Citizens or even the
Canine Scout which can go through trees and makes a decent unit to "see what
the Joneses are up to". Got to keep up with those Joneses you know.

Also, try to keep a Settlement, Town Center or Capitol near resources so that
the resources are gathered faster. Don't make the citizens have to walk too
far.

Next is the house. The house makes your units stronger and more durable
within range of the house. Houses help improve your defenses. Town Centers
and Capitols also provide defensive bonuses as well.

There are two upgrades in this epoch. One is Metal Casting which increases
gold production. The other is Hardened Chisel which increases iron
production. Get Metal Casting as soon as you can afford it.

Towers, Walls & Gates (defense)



*** After you get your economy going with food and wood
production/collection, you'll want to start thinking about your defensive and
military options. For defense, you need to make a choice between weaker
wooden palisades, which are easier to make but not as durable, or the more
durable stone variety. Unless tapped for stone, I recommend the stone
defenses. In a pinch though use the wooden palisades. Remember also that wood
burns and there is the Civilization Specific Power of Ancient Greece called
Flaming Arrows as well as the Prophet's Fire Storm. The ability to create a
gate from 5 inline walls exists. Walls should be used to slow down the enemy
and are fairly quick and inexpensive to build. Walls can't fight back like
Towers can but do serve well to slow down an enemy from getting to a place
you don't want them to be. Also take note, trees and other obstacles make
great boundaries for your village, town, and eventual (hopefully) prosperous
city. Also note that Carthage's Pathfinding* ability negates this boundary
strategy in The Art of Conquest Expansion. If epoching up from the Copper
Epoch (III) then the Bronze Walls, Gates & Towers will be an upgrade
available at the Town Center or Capitol.

Priests/Prophets

In all epochs, the Priests and Prophets are made at the Temple. The safeguard
against Priests is the University. Units within range of a University can not
be converted by Priests. Prophets can not do their 'voodoo' around a temple
so there is protection against Prophets if you plan out making Temples for
protection. Priests work well as defense now since the Universities your
opponent probably has up cancel out any attack abilities. They are nice as
defense though because the enemy comes into your camp and you get new units
(even over your Pop Cap). The Prophet is still as useful as ever. Launch some
of those 'voodoo' whoodoos when the opportunity arises then go back and
recharge afterwards.

There are two upgrades available in the Bronze Epoch. Oracle increases
Prophet speed and Monotheism increases your temple's range against Prophets.

Military

Heroes

Hannibal is the Warrior Hero. Alexander the Great is the Strategist Hero. See
chapter XI in the Empire Earth manual for more information on heroes.

Archery Range

Many Archery Units available now. The first one is the Simple Bowmen who is
the basic archer unit. Next is the Javelin who is really a ranged infantry
unit. Next comes the Chariot Archer which is a ranged cavalry unit. There are
two ranged cavalry units, the other being the Elephant Archer (one of my
personal all time favorite units). The Chariot Archer is faster than the
Elephant Archer but the Elephant Archer has more hit points. With
archery/ranged units, you usually want to improve the range of the unit.
Attack is also another good improvement as well. A common tactic is to use a
group of Phalanxes and/or Bronze Cavalry with increased hit points and attack
values as a protective shield for your ranged units. this way, if units get
in close, your Phalanxes can take care of them while your archers attack from
a safer distance. Archer units need to beware Short Swords and Cataphracts
which is why you have the Phalanxes and/or Bronze Cavalry, right?

Barracks

There is now one less soldier to be produced at the Barracks. That means only
2 units get produced at the Barracks this epoch. The first is the Short Sword
and the other is the Phalanx. Also, if you noticed a large poster that
shipped with the game, there is a unit relationship chart included. Learn the
unit relationships for better gameplay. In this epoch, Short Swords and/or
Horsemen have bonuses against Archery Units, Archery Units have bonuses
against Phalanxes and/or Bronze Cavalry, and Phalanxes and/or Bronze Cavalry
have bonuses against Short Swords and/or Horsemen. It is a good idea to build
several of each type to be prepared for any attack. You need to make the
decision though of which road to take. Also, don't forget the improvements to
hit points, speed, range and such. Improved units usually slaughter
unimproved units. Improvements and upgrades give the advantage. If coming
from the Copper Epoch (III), you will need to upgrade the Mace Man to the
Short Sword and the Spearman to the Phalanx.

Dock

You can now REALLY play in the water. Note that in The Art of Conquest
Expansion, you need to be using a water map and not a space map to use the
water. Running low on food? Try building a few Fishing Boats to pick up some
extra food. Do you want to storm the beaches of another island? Try building
some Transports to carry your land troops across the water. Next you have a
full range of ships available to build but like other units, there are unit
relationships where one unit has an advantage against another while having a
weakness against another. The Battleship really shines out of all the ships
to be built but does have a weakness against the Galley. Frigates have an
advantage against Galleys but are weak against Battleships. Battleships will
usually be the main unit of your navy though because they are pretty durable
but are also a bit expensive. If coming from the Copper Epoch (III) then all
units need to be upgraded. Fishing Raft to Fishing Boat - Bronze, Transport
Raft to Transport - Bronze, Frigate - Copper to Frigate - Bronze,
Battleship - Copper to Battleship - Bronze, Galley - Copper to Galley - Bronze

Siege Factory

Four units available from the start (this is the first epoch to have the
Siege Factory). The first unit is the Stone Thrower. The second is the Siege
Tower. The third is the Catapult. And lastly is the Ram. The Stone Thrower
is really an artillery piece (for attacking infantry). The Siege Tower is
like a transport but for walls. The Catapult is a wall crusher. And the Ram
is another wall crusher but without the range of the Catapult. It is open to
your style of play as to how you wish to attack your opponent's defenses.
Siege weapons are to take out or bypass enemy defenses.

Stable

Several units available at the Stable now. The first is the familiar Horseman
. The Second is the Bronze Cavalry. The last is another favorite of mine,
the War Elephant. This now creates the cavalry relationships of sword ->
archer -> spear -> sword. Or Horseman and/or War Elephant against Chariot
Archer and/or Elephant Archer. Chariot Archer and/or Elephant Archer against
Bronze Cavalry against Horseman and/or War Elephant. As you will notice,
Stable units are cavalry units. They also cost a bit more, take up two of
your population, are faster, and have more hit points. I usually use cavalry
as 'firemen'. Since cavalry is faster, it can get to places quicker than
infantry can and put out that enemy 'fire' quickly.

Support Buildings

Fortress

Ever think about getting a bunch of units ahead so that you don't have to
wait around to build units after an enemy starts invading the crap out of you
non stop? With Fortresses, you can stockpile pre-built armies so that you can
in essence build over your Pop Cap. All units stored inside a Fortress do not
count against your Pop Cap so you can then build more units. If you are at or
over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
day. As your outside units start getting slaughtered, just pull units out of
the Fortress(es). Instant pre-built reserves. You need to protect these
structures though, because if they are destroyed while you are at your Pop
Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
are automatically jettisoned from the building on a last in - first out
basis).

Granary

 Granaries are needed to make farms. If placed well, one Granary can plant
the seeds for 8 farms all around it. There is also an option on the Granary
to replant farms should any be destroyed. Farms have PILES of food and can
also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
populate a Granary, the size of the Granary increases. Each Citizen
populating a Granary (up to 8) helps to increase food production.

Hospital

Hospitals help heal your units when they get hurt in battle. Within a certain
range of a Hospital, units start healing (shown with a green dot graphic).
You should probably place a Hospital just behind the lines so that it doesn't
get destroyed but also so that it is easier to get to for your hurt units

There is an upgrade for the Hospital as well. Hippocratic Oath which
increases the Hospital's healing rate and range of effect.

University

The University is for advanced research projects.

There are two upgrades at the University. The first is Philosophy which
increases the range of the University for protecting against conversion. The
second is the Pulley which increases buildings' hit points.

Civilizations and their bonuses (bonuses vary between different
versions/updates)

Note: How to determine which bonuses are right for you? Look at how you plan
to play the battle. If you plan on walling yourself in then the Civ - Economy
(stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
Economy (gold) bonuses are the way to go. Each civilization has its
advantages and disadvantages throughout each epoch and each map type. Island
maps will require ships and ships require wood, gold, and iron so not only
the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
There is no perfect civilization and even picking a civilization that may
seem 'handicapped' usually does not decide a game's fate same as picking a
seemingly advantaged civilization does not decide either, but it can help if
facing a similar opponent and any edge you can get over some one else is a
good thing I feel. The nice part of Empire Earth is that the game structure
allows for miscalculations without any severe penalties. The other player's
Ships may have better range but yours are faster so the range advantage is
not very useful now because with the speed, the shots now miss most of the
time. There is always a counter for everything available. Improvements give
an advantage to a certain area. Also, the beginning civilization bonuses give
an early advantage and a later advantage as well. Even though you may start
out with a civilization bonus of Infantry - Ranged (range) you can still
improve that range more with the unit improvement feature. So you start out
with +2 but then improve twice more at +2 each time so now the range is +6
whereas your opponent can only upgrade range twice and didn't have the
starting Infantry - Ranged (range) bonus so can only get to a +4 range.
However, his civilization started out with a Citizens & Fishing Boats (speed)
bonus so he can therefore get more resources faster. More resources = faster
and larger army production. See how that works?

Also, a breakdown on how the bonus system can be applied to units.

Archers - Foot = Simple Bowman
Cavalry - Ranged = Chariot Archer & Elephant Archer
Cavalry - Spear = Bronze Cavalry
Cavalry - Sword = Horseman
Civ - Building, Walls & Towers = defensive bonuses
Field Cannon & Anti-Tank Guns = Stone Thrower
Infantry - Ranged = Javelin
Infantry - Spear = Phalanx
Infantry - Sword = Short Sword
Religion - Priests = Priest
Religion - Prophets = Prophet
Ships - Battleships & Carriers = Battleship - Bronze
Ships - Frigates & Cruisers = Frigate - Bronze
Ships - Galleys, Transports & Subs = Galley - Bronze & Transport - Bronze
Siege Weapons & Mobile AA = Siege Tower & Catapult & Ram
Economy bonuses are always good as are Citizen bonuses too. 


Ancient Greece = Cavalry - Spear (attack, build time, hit points), Citizens &
Fishing Boats (speed), Civ - Economy (gold, hunting & foraging), Civ -
General (conversion resistance), Infantry - Spear (attack, hit points,
speed), Ships - Frigates & Cruisers (attack, range), Siege Weapons & Mobile
AA (attack, cost, rate of fire)

Assyrian Empire = Archers - Foot (attack, speed), Cavalry - Ranged (hit
points, range, speed), Cavalry - Sword (attack, hit points), Citizens &
Fishing Boats (range), Civ - Buildings, Walls & Towers (build time, hit
points), Civ - Economy (farming, hunting & foraging), Civ - General (pop cap)

Babylon = Archers - Foot (hit points, range speed), Cavalry - Spear (armor,
hit points, speed), Citizens & Fishing Boats (hit points), Civ - Buildings,
Walls & Towers (range), Civ - Economy (stone, wood), Infantry - Spear (build
time, hit points, speed), Religion - Prophets (range, speed)

Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
(pop cap), Infantry - Ranged (range, speed), Infantry - Sword (attack, hit
points, speed), Ships - Battleships & Carriers (attack, build time)

Carthage = Cavalry - Spear (attack, build time, speed), Cavalry - Sword
(armor, hit points), Citizens & Fishing Boats (cost), Civ - Economy (fishing,
stone), Civ - General (mountain combat), Infantry - Ranged (armor, cost),
Ships - Galleys, Transports & Subs (cost, range)

Kingdom of Israel = Archers - Foot (armor, hit points, range), Citizens &
Fishing Boats (build time), Civ - Economy (fishing, iron), Infantry - Sword
(hit points, speed), Religion Priests (build time, cost, hit points),
Religion - Prophets (hit points, range), Ships - Battleships & Carriers
(attack), Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports &
Subs (attack)

Austria = Cavalry - Sword (armor, attack ,speed), Citizens & Fishing Boats
(attack, cost), Civ - Economy (hunting & foraging), Civ - General (conversion
resistance), Field Cannon & Anti-Tank Guns (armor, build time, hit points)
Infantry - Spear (attack, hit points, speed)

England = Archers - Foot (range, cost, build time), Cavalry - Ranged (cost),
Cavalry - Spear (armor), Citizens & Fishing Boats (build time), Civ -
Buildings, Walls & Towers (cost, range), Civ - Economy (fishing, gold),
Infantry - Ranged (hit points, range), Ships - Battleships & Carriers
(attack, build time), Siege Weapons & Mobile AA (hit points, rate of fire)

Franks = Cavalry - Spear (hit points), Cavalry - Sword (armor, cost, hit
points, speed), Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy
(gold, wood), Civ - General (conversion resistance), Religion - Prophets
(cost, range), Siege Weapons & Mobile AA (attack, hit points)

Kingdom of Italy = Cavalry - Ranged (attack, build time), Cavalry - Sword
(build time), Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (stone), Civ - General
(mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
(hit points, range, speed), Ships - Frigates & Cruisers (attack)

Ottoman Empire = Cavalry - Ranged (attack, hit points, range), Citizens &
Fishing Boats (build time, speed), Civ - Economy (farming, stone), Civ -
General (pop cap), Field Cannon & Anti-Tank Guns (build time, cost),
Religion - Priests (cost, hit points)

Spain = Cavalry - Ranged (speed, range), Citizens & Fishing Boats (speed),
Civ - Buildings, Walls & Towers (range), Civ - Economy (farming, iron), Civ -
General (mountain combat), Infantry - Ranged (attack, build time, hit
points), Infantry - Spear (armor, attack, hit points), Religion - Priests
(hit points, range), Ships - Galleys, Transports & Subs (attack, cost, hit
points)

France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
& Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)

Germany = Citizens & Fishing Boats (cost, hit points), Civ - Economy (stone),
Ships - Galleys, Transports & Subs (attack, hit points, range)

Great Britain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls &
Towers (attack, build time, range), Civ - Economy (gold, hunting & foraging),
Field Cannon & Anti-Tank Guns (attack, hit points, speed), Ships - Frigates &
Cruisers (build time, hit points, speed)

Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ -
Economy (farming, stone), Civ - General (conversion resistance), Field Cannon
& Anti-Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons
& Mobile AA (attack, hit points, rate of fire)

Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
(cost), Siege Weapons & Mobile AA (area damage, range)

United States = Citizens & Fishing Boats (attack, speed), Civ - Buildings,
Walls & Towers (build time, cost), Civ - Economy (gold, iron), Civ - General
(pop cap), Ships - Battleships & Carriers (hit points, range)

China = Citizens & Fishing Boats (cost), Civ - Economy (farming), Civ -
General (pop cap), Field Cannon & Anti-Tank Guns (armor, cost, hit points),
Ships - Galleys, Transports & Subs (attack)

Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
Walls & Towers (hit points, range), Civ - Economy (wood), Siege Weapons &
Mobile AA (hit points, range, rate of fire)

Rebel Forces = Citizens & Fishing Boats (build time, range), Civ - Buildings,
Walls & Towers (hit points), Civ - Economy (iron), Civ - General (mountain
combat), Infantry - Ranged (attack, range)

Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
(pop cap), Infantry - Ranged (armor, speed)

Korea = Civ - Economy (gold), Civ - General (mountain combat), Field Cannon &
Anti-Tank Guns (build time), Infantry - Ranged (armor, hit points), Siege
Weapons & Mobile AA (range, rate of fire)

Civilization Specific Powers

For the Bronze epoch, these civilizations have these powers:

Ancient Greece = Flaming Arrows (III-VII)
Assyrian Empire = Slavery (I-XV)
Babylon = Priest Towers (I-XV)
Byzantine Rome = Insurance (I-XV)
Carthage = Pathfinding (I-XV)
Kingdom of Israel = Emissaries (I-XV)
Austria = Adaptation (III-XV)
England = Exploration (I-XV)
Franks = Crusaders (IV-VII)
Kingdom of Italy = Metallurgy (I-XV)
Ottoman Empire = Expansionism (I-XV)
France = Camouflage (I-XV)
Russia = Advanced Mining (I-XV)
China = Just In Time Manufacturing (I-XV)
Rebel Forces = Cloaking (I-XV)
Korea = Fanaticism (I-XV)


-------------------------------------------------------------------------------
VV     VV                   |
VV     VV                   | 
 VV   VV                    | 2V Dark
  VV VV                     |
   VVV                      |
-------------------------------------------------------------------------------

Analysis

The Dark Epoch is nearly the same as the Bronze Epoch. History stagnated. One
of the best combos in the game is the War Elephant and Elephant Archer combo.
And in the water, the Battleship and Frigate combo.

Economy

Food and wood are the big necessities in this epoch. Food is limited only by
farms. Wood is needed for boats, farming, and buildings. Gold is needed as
well. Iron is still not really a priority yet (unless shipbuilding) but is a
priority if basing your army on infantry units. And stone is still mainly for
defense and some buildings.

Remember too, more options means you need more resources.

Unit resource breakdowns:

Barbarian = food & iron
Battleship - Byzantine = gold & wood
Bronze Cavalry = food & gold
Canine Scout = food
Cataphract = food & gold
Catapult = gold & wood
Chariot Archer = gold & wood
Citizen = food
Composite Bow =  gold & wood
Crossbow = gold & wood
Elephant Archer = food & gold
Fishing Boat - Bronze = wood
Frigate - Byzantine = iron & wood
Galley - Byzantine = iron & wood
Phalanx = food & iron
Pilum = gold & wood
Priest = food & gold
Prophet = food & gold
Ram = gold & wood
Short Sword =  food & iron
Siege Tower = gold & wood
Stone Thrower = gold & wood
Transport - Bronze = wood
Viking = food & iron
War Elephant = food & gold

Building resource breakdowns

Archery Range = wood
Barracks = wood
Dock = wood
Farm = wood
Fortress = wood
Granary = wood
Hospital = stone & wood
House = stone & wood
Settlement = wood
Siege Factory = wood
Stable = wood
Temple = stone & wood
Tower = stone
University = stone & wood
Wall/Gate = stone

Wonders can also be built (see here for description)

Coliseum = gold & stone & wood
Ishtar Gates = iron & stone & wood
Library of Alexandria = gold & stone & wood
Pharos Lighthouse = iron & stone & wood
Temple of Zeus = iron & stone & wood
Tower of Babylon = gold & stone & wood 

To start out, you'll need a couple Citizens which you should start out with.
Next objective is to build a Settlement Town Center then Capitol as needed.
To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
the Settlement. After 10 Citizens populate a Town Center it becomes a
Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
or a Capitol (but not a Settlement) you can produce more Citizens or even the
Canine Scout which can go through trees and makes a decent unit to "see what
the Joneses are up to". Got to keep up with those Joneses you know.

Also, try to keep a Settlement, Town Center or Capitol near resources so that
the resources are gathered faster. Don't make the citizens have to walk too
far.

Next is the house. The house makes your units stronger and more durable
within range of the house. Houses help improve your defenses. Town Centers
and Capitols also provide defensive bonuses as well.

There are two upgrades in this epoch. One is Falconry which increases hunting
& foraging. The other upgrade is Iron Saw which increases wood production.

Towers, Walls & Gates (defense)



*** After you get your economy going with food and wood
production/collection, you'll want to start thinking about your defensive and
military options. For defense, you need to make a choice between weaker
wooden palisades, which are easier to make but not as durable, or the more
durable stone variety. Unless tapped for stone, I recommend the stone
defenses. In a pinch though use the wooden palisades. Remember also that wood
burns and there is the Civilization Specific Power of Ancient Greece called
Flaming Arrows as well as the Prophet's Fire Storm. The ability to create a
gate from 5 inline walls exists. Walls should be used to slow down the enemy
and are fairly quick and inexpensive to build. Walls can't fight back like
Towers can but do serve well to slow down an enemy from getting to a place
you don't want them to be. Also take note, trees and other obstacles make
great boundaries for your village, town, and eventual (hopefully) prosperous
city. Also note that Carthage's Pathfinding* ability negates this boundary
strategy in The Art of Conquest Expansion.

Priests/Prophets

In all epochs, the Priests and Prophets are made at the Temple. The safeguard
against Priests is the University. Units within range of a University can not
be converted by Priests. Prophets can not do their 'voodoo' around a temple
so there is protection against Prophets if you plan out making Temples for
protection. Priests work well as defense now since the Universities your
opponent probably has up cancel out any attack abilities. They are nice as
defense though because the enemy comes into your camp and you get new units
(even over your Pop Cap). The Prophet is still as useful as ever. Launch some
of those 'voodoo' whoodoos when the opportunity arises then go back and
recharge afterwards.

There are three upgrades available in the Dark Epoch. The first is Prophecy
which increases the Prophet's hit points. The second is Sainthood which
increases the Prophet's range. The last is Excommunication which increases
the Priest's range for converting the enemy.

Military

Heroes

Julius Caesar is the Warrior Hero (all hail). Charlemagne is the Strategist
Hero. See chapter XI in the Empire Earth manual for more information on
heroes.

Archery Range

Many Archery Units available. The first one is the Composite Bow who is the
basic archer unit. Next is the Pilum who is really a ranged infantry unit.
Next comes the Chariot Archer which is a ranged cavalry unit. There are two
ranged cavalry units, the other being the Elephant Archer (one of my personal
all time favorite units). The Chariot Archer is faster than the Elephant
Archer but the Elephant Archer has more hit points. The last unit is the
Crossbow which is a sniper type unit (one shot - one kill with infantry
units). With archery/ranged units, you usually want to improve the range of
the unit. Attack is also another good improvement as well. A common tactic is
to use a group of Phalanxes and/or Bronze Cavalry with increased hit points
and attack values as a protective shield for your ranged units. This way, if
units get in close, your Phalanxes can take care of them while your archers
attack from a safer distance. Archer units need to beware Short Swords and
Cataphracts which is why you have the Phalanxes and/or Bronze Cavalry, right?
If coming from the Bronze Epoch (IV) then you will need to upgrade the Simple
Bowmen to the Composite Bow and the Javelin to the Pilum.

Barracks

There are 4 units produced at the Barracks this epoch. The first is the Short
Sword which is the basic sword infantry. The next is the Phalanx which is the
basic spear infantry. The next two are also sword infantry. The Barbarian can
go through trees. The Viking , well, I'd say go with this guy instead of the
Short Sword because his attack stats are a bit more beefed up. Also, if you
noticed a large poster that shipped with the game, there is a unit
relationship chart included. Learn the unit relationships for better
gameplay. In this epoch, Vikings (or Short Swords) and/or Cataphracts have
bonuses against Archery Units, Archery Units have bonuses against Phalanxes
and/or Bronze Cavalry, and Phalanxes and/or Bronze Cavalry have bonuses
against Short Swords and/or Cataphracts. It is a good idea to build several
of each type to be prepared for any attack. You need to make the decision
though of which road to take. Also, don't forget the improvements to hit
points, speed, range and such. Improved units usually slaughter unimproved
units. Improvements and upgrades give the advantage.

Dock

Note that in The Art of Conquest Expansion, you need to be using a water map
and not a space map to use the water. Running low on food? Try building a few
Fishing Boats to pick up some extra food. Do you want to storm the beaches of
another island? Try building some Transports to carry your land troops across
the water. Next you have a full range of ships available to build but like
other units, there are unit relationships where one unit has an advantage
against another while having a weakness against another. The Battleship
really shines out of all the ships to be built but does have a weakness
against the Galley. Frigates have an advantage against Galleys but are weak
against Battleships. Battleships will usually be the main unit of your navy
though because they are pretty durable but are also a bit expensive. If
coming from the Bronze Epoch (IV) then these units need to be upgraded.
Frigate - Bronze to Frigate - Byzantine, Battleship - Bronze to Battleship -
Byzantine, Galley - Bronze to Galley - Byzantine.

Siege Factory

Still the same four units available from the start. The first unit is the
Stone Thrower. The second is the Siege Tower. The third is the Catapult.
And lastly is the Ram. The Stone Thrower is really an artillery piece (for
attacking infantry). The Siege Tower is like a transport but for walls. The
Catapult is a wall crusher. And the Ram is another wall crusher but without
the range of the Catapult. It is open to your style of play as to how you
wish to attack your opponent's defenses. Siege weapons are to take out or
bypass enemy defenses.

Stable

Several units available at the Stable now. The first is the Cataphract. The
Second is the Bronze Cavalry. The third is the Persian Cavalry. The last is
another favorite of mine, the War Elephant. This now creates the cavalry
relationships of sword -> archer -> spear -> sword. Or Cataphract and War
Elephant against Chariot Archer and Elephant Archer. Chariot Archer and
Elephant Archer against Bronze Cavalry against Cataphracts and War Elephant.
As you will notice, Stable units are cavalry units. They also cost a bit
more, take up two of your population, are faster, and have more hit points. I
usually use cavalry as 'firemen'. Since cavalry is faster, it can get to
places quicker than infantry can and put out that enemy 'fire' quickly. Note
also that the Persian Cavalry is ranged cavalry which also acts like an
archer unit. Also, if coming from the Bronze Epoch (IV) then you will need to
upgrade the Horseman to get the Cataphract.

Support Buildings

Fortress

Ever think about getting a bunch of units ahead so that you don't have to
wait around to build units after an enemy starts invading the crap out of you
non stop? With Fortresses, you can stockpile pre-built armies so that you can
in essence build over your Pop Cap. All units stored inside a Fortress do not
count against your Pop Cap so you can then build more units. If you are at or
over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
day. As your outside units start getting slaughtered, just pull units out of
the Fortress(es). Instant pre-built reserves. You need to protect these
structures though, because if they are destroyed while you are at your Pop
Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
are automatically jettisoned from the building on a last in - first out
basis).

Granary

 Granaries are needed to make farms. If placed well, one Granary can plant
the seeds for 8 farms all around it. There is also an option on the Granary
to replant farms should any be destroyed. Farms have PILES of food and can
also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
populate a Granary, the size of the Granary increases. Each Citizen
populating a Granary (up to 8) helps to increase food production.

Hospital

Hospitals help heal your units when they get hurt in battle. Within a certain
range of a Hospital, units start healing (shown with a green dot graphic).
You should probably place a Hospital just behind the lines so that it doesn't
get destroyed but also so that it is easier to get to for your hurt units

There are three upgrades for the Hospital. The first is Comparative Anatomy
which increases the Citizen & Canine Scout hit points and the Citizen's
attack values. The second is Pharmacy which increases Citizen speed (a must
have). And finally, Sanitation which increases the Pop Cap.

University

The University is for advanced research projects.

There are two upgrades at the University. The first is Commercial Law which
reduces Tribute Cost. The other is Cofferdam which increases the Dock's
repair rate (heals ships faster).

Civilizations and their bonuses (bonuses vary between different
versions/updates)

Note: How to determine which bonuses are right for you? Look at how you plan
to play the battle. If you plan on walling yourself in then the Civ - Economy
(stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
Economy (gold) bonuses are the way to go. Each civilization has its
advantages and disadvantages throughout each epoch and each map type. Island
maps will require ships and ships require wood, gold, and iron so not only
the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
There is no perfect civilization and even picking a civilization that may
seem 'handicapped' usually does not decide a game's fate same as picking a
seemingly advantaged civilization does not decide either, but it can help if
facing a similar opponent and any edge you can get over some one else is a
good thing I feel. The nice part of Empire Earth is that the game structure
allows for miscalculations without any severe penalties. The other player's
Ships may have better range but yours are faster so the range advantage is
not very useful now because with the speed, the shots now miss most of the
time. There is always a counter for everything available. Improvements give
an advantage to a certain area. Also, the beginning civilization bonuses give
an early advantage and a later advantage as well. Even though you may start
out with a civilization bonus of Infantry - Ranged (range) you can still
improve that range more with the unit improvement feature. So you start out
with +2 but then improve twice more at +2 each time so now the range is +6
whereas your opponent can only upgrade range twice and didn't have the
starting Infantry - Ranged (range) bonus so can only get to a +4 range.
However, his civilization started out with a Citizens & Fishing Boats (speed)
bonus so he can therefore get more resources faster. More resources = faster
and larger army production. See how that works?

Also, a breakdown on how the bonus system can be applied to units.

Archers - Foot = Composite Bow & Crossbow
Cavalry - Ranged = Chariot Archer & Elephant Archer & Persian Cavalry
Cavalry - Spear = Bronze Cavalry
Cavalry - Sword = Cataphract
Civ - Building, Walls & Towers = defensive bonuses
Field Cannon & Anti-Tank Guns = Stone Thrower
Infantry - Ranged = Pilum
Infantry - Spear = Phalanx
Infantry - Sword = Short Sword
Religion - Priests = Priest
Religion - Prophets = Prophet
Ships - Battleships & Carriers = Battleship - Byzantine
Ships - Frigates & Cruisers = Frigate - Byzantine
Ships - Galleys, Transports & Subs = Galley - Byzantine & Transport - Bronze
Siege Weapons & Mobile AA = Siege Tower & Catapult & Ram
Economy bonuses are always good as are Citizen bonuses too. 

Ancient Greece = Cavalry - Spear (attack, build time, hit points), Citizens &
Fishing Boats (speed), Civ - Economy (gold, hunting & foraging), Civ -
General (conversion resistance), Infantry - Spear (attack, hit points,
speed), Ships - Frigates & Cruisers (attack, range), Siege Weapons & Mobile
AA (attack, cost, rate of fire)

Assyrian Empire = Archers - Foot (attack, speed), Cavalry - Ranged (hit
points, range, speed), Cavalry - Sword (attack, hit points), Citizens &
Fishing Boats (range), Civ - Buildings, Walls & Towers (build time, hit
points), Civ - Economy (farming, hunting & foraging), Civ - General (pop cap)

Babylon = Archers - Foot (hit points, range speed), Cavalry - Spear (armor,
hit points, speed), Citizens & Fishing Boats (hit points), Civ - Buildings,
Walls & Towers (range), Civ - Economy (stone, wood), Infantry - Spear (build
time, hit points, speed), Religion - Prophets (range, speed) Byzantine Rome =
Citizens & Fishing Boats (build time), Civ - Buildings, Walls & Towers (cost,
hit points), Civ - Economy (farming), Civ - General (pop cap), Infantry -
Ranged (range, speed), Infantry - Sword (attack, hit points, speed), Ships -
Battleships & Carriers (attack, build time)

Carthage = Cavalry - Spear (attack, build time, speed), Cavalry - Sword
(armor, hit points), Citizens & Fishing Boats (cost), Civ - Economy (fishing,
stone), Civ - General (mountain combat), Infantry - Ranged (armor, cost),
Ships - Galleys, Transports & Subs (cost, range)

Kingdom of Israel = Archers - Foot (armor, hit points, range), Citizens &
Fishing Boats (build time), Civ - Economy (fishing, iron), Infantry - Sword
(hit points, speed), Religion Priests (build time, cost, hit points),
Religion - Prophets (hit points, range), Ships - Battleships & Carriers
(attack), Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports &
Subs (attack)

Austria = Cavalry - Sword (armor, attack ,speed), Citizens & Fishing Boats
(attack, cost), Civ - Economy (hunting & foraging), Civ - General (conversion
resistance), Field Cannon & Anti-Tank Guns (armor, build time, hit points)
Infantry - Spear (attack, hit points, speed)

England = Archers - Foot (range, cost, build time), Cavalry - Ranged (cost),
Cavalry - Spear (armor), Citizens & Fishing Boats (build time), Civ -
Buildings, Walls & Towers (cost, range), Civ - Economy (fishing, gold),
Infantry - Ranged (hit points, range), Ships - Battleships & Carriers
(attack, build time), Siege Weapons & Mobile AA (hit points, rate of fire)

Franks = Cavalry - Spear (hit points), Cavalry - Sword (armor, cost, hit
points, speed), Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy
(gold, wood), Civ - General (conversion resistance), Religion - Prophets
(cost, range), Siege Weapons & Mobile AA (attack, hit points)

Kingdom of Italy = Cavalry - Ranged (attack, build time), Cavalry - Sword
(build time), Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (stone), Civ - General
(mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
(hit points, range, speed), Ships - Frigates & Cruisers (attack)

Ottoman Empire = Cavalry - Ranged (attack, hit points, range), Citizens &
Fishing Boats (build time, speed), Civ - Economy (farming, stone), Civ -
General (pop cap), Field Cannon & Anti-Tank Guns (build time, cost),
Religion - Priests (cost, hit points)

Spain = Cavalry - Ranged (speed, range), Citizens & Fishing Boats (speed),
Civ - Buildings, Walls & Towers (range), Civ - Economy (farming, iron), Civ -
General (mountain combat), Infantry - Ranged (attack, build time, hit
points), Infantry - Spear (armor, attack, hit points), Religion - Priests
(hit points, range), Ships - Galleys, Transports & Subs (attack, cost, hit
points)

France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
& Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)

Germany = Citizens & Fishing Boats (cost, hit points), Civ - Economy (stone),
Ships - Galleys, Transports & Subs (attack, hit points, range)

Great Britain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls &
Towers (attack, build time, range), Civ - Economy (gold, hunting & foraging),
Field Cannon & Anti-Tank Guns (attack, hit points, speed), Ships - Frigates &
Cruisers (build time, hit points, speed)

Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ -
Economy (farming, stone), Civ - General (conversion resistance), Field Cannon
& Anti-Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons
& Mobile AA (attack, hit points, rate of fire)

Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
(cost), Siege Weapons & Mobile AA (area damage, range)

United States = Citizens & Fishing Boats (attack, speed), Civ - Buildings,
Walls & Towers (build time, cost), Civ - Economy (gold, iron), Civ - General
(pop cap), Ships - Battleships & Carriers (hit points, range)

China = Citizens & Fishing Boats (cost), Civ - Economy (farming), Civ -
General (pop cap), Field Cannon & Anti-Tank Guns (armor, cost, hit points),
Ships - Galleys, Transports & Subs (attack)

Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
Walls & Towers (hit points,range), Civ - Economy (wood), Siege Weapons &
Mobile AA (hit points, range, rate of fire)

Rebel Forces = Citizens & Fishing Boats (build time, range), Civ - Buildings,
Walls & Towers (hit points), Civ - Economy (iron), Civ - General (mountain
combat), Infantry - Ranged (attack, range)

Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
(pop cap), Infantry - Ranged (armor, speed)

Korea = Civ - Economy (gold), Civ - General (mountain combat), Field Cannon &
Anti-Tank Guns (build time), Infantry - Ranged (armor, hit points), Siege
Weapons & Mobile AA (range, rate of fire)

Civilization Specific Powers

For the Dark epoch, these civilizations have these powers:

Ancient Greece = Flaming Arrows (III-VII)
Assyrian Empire = Slavery (I-XV)
Babylon = Priest Towers (I-XV)
Byzantine Rome = Insurance (I-XV)
Carthage = Pathfinding (I-XV)
Kingdom of Israel = Emissaries (I-XV)
Austria = Adaptation (III-XV)
England = Exploration (I-XV)
Franks = Crusaders (IV-VII)
Kingdom of Italy = Metallurgy (I-XV)
Ottoman Empire = Expansionism (I-XV)
France = Camouflage (I-XV)
Russia = Advanced Mining (I-XV)
China = Just In Time Manufacturing (I-XV)
Rebel Forces = Cloaking (I-XV)
Korea = Fanaticism (I-XV)


-------------------------------------------------------------------------------
VV     VV IIIII             | 
VV     VV  III              | 
 VV   VV   III              | 2VI Middle
  VV VV    III              |
   VVV    IIIII             |
-------------------------------------------------------------------------------

Analysis

The Middle Epoch is VI but there are XV Epochs? Doesn't sound very middle to
me. Well, it is close to VII (Empire Earth) and VIII (The Art of Conquest)
though. Siege weaponry improves. Gameplay-wise, still an extension of the
Bronze Epoch. A sad passing away is the elephant units. Have to deal with
fast, wimpy hit point units now. Call that progress? Combos are the Chariot
Archer and/or Long Bow with the Knight and/or Pike Man. On water, still the
Battleship and Frigate combo.

Economy

Food and wood are the big necessities in this epoch. Food is limited only by
farms. Wood is needed for boats, farming, and buildings. Gold is needed as
well. Iron is still not really a priority yet (unless shipbuilding) but is a
priority if basing your army on infantry units. And stone is still mainly for
defense and some buildings.

Remember too, more options means you need more resources.

Unit resource breakdowns:

Ballista = gold & wood
Barbarian = food & iron
Battleship - Middle Ages = gold & wood
Canine Scout = food
Cataphract = food & gold
Chariot Archer = gold & wood
Citizen = food
Crossbow = gold & wood
Fishing Boat - Bronze = wood
Frigate - Middle Ages = iron & wood
Galley - Middle Ages = iron & wood
Heavy Ram = gold & wood
Heavy Siege Tower = gold & wood
Knight = food & gold
Long Bow =  gold & wood
Long Sword =  food & iron
Pike Man = food & iron
Pilum = gold & wood
Priest = food & gold
Prophet = food & gold
Transport - Bronze = wood
Trebuchet = gold & wood
Viking = food & iron

Building resource breakdowns

Archery Range = wood
Barracks = wood
Dock = wood
Farm = wood
Fortress = wood
Granary = wood
Hospital = stone & wood
House = stone & wood
Settlement = wood
Siege Factory = wood
Stable = wood
Temple = stone & wood
Tower = stone
University = stone & wood
Wall/Gate = stone

Wonders can also be built (see here for description)

Coliseum = gold & stone & wood
Ishtar Gates = iron & stone & wood
Library of Alexandria = gold & stone & wood
Pharos Lighthouse = iron & stone & wood
Temple of Zeus = iron & stone & wood
Tower of Babylon = gold & stone & wood 
To start out, you'll need a couple Citizens which you should start out with.
Next objective is to build a Settlement Town Center then Capitol as needed.
To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
the Settlement. After 10 Citizens populate a Town Center it becomes a
Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
or a Capitol (but not a Settlement) you can produce more Citizens or even the
Canine Scout which can go through trees and makes a decent unit to "see what
the Joneses are up to". Got to keep up with those Joneses you know.

Also, try to keep a Settlement, Town Center or Capitol near resources so that
the resources are gathered faster. Don't make the citizens have to walk too
far.

Next is the house. The house makes your units stronger and more durable
within range of the house. Houses help improve your defenses. Town Centers
and Capitols also provide defensive bonuses as well.

There are two upgrades in this epoch. Amalgamation increases gold production
while Shaft Mining increases iron production. Both are nice to have.

Towers, Walls & Gates (defense)



*** After you get your economy going with food and wood
production/collection, you'll want to start thinking about your defensive and
military options. For defense, you need to make a choice between weaker
wooden palisades, which are easier to make but not as durable, or the more
durable stone variety. Unless tapped for stone, I recommend the stone
defenses. In a pinch though use the wooden palisades. Remember also that wood
burns and there is the Civilization Specific Power of Ancient Greece called
Flaming Arrows as well as the Prophet's Fire Storm. The ability to create a
gate from 5 inline walls exists. Walls should be used to slow down the enemy
and are fairly quick and inexpensive to build. Walls can't fight back like
Towers can but do serve well to slow down an enemy from getting to a place
you don't want them to be. Also take note, trees and other obstacles make
great boundaries for your village, town, and eventual (hopefully) prosperous
city. Also note that Carthage's Pathfinding* ability negates this boundary
strategy in The Art of Conquest Expansion. If epoching up from the Dark Epoch
(V) then the Middle Age Walls, Gates & Towers will be an upgrade available at
the Town Center or Capitol.

Priests/Prophets

In all epochs, the Priests and Prophets are made at the Temple. The safeguard
against Priests is the University. Units within range of a University can not
be converted by Priests. Prophets can not do their 'voodoo' around a temple
so there is protection against Prophets if you plan out making Temples for
protection. Priests work well as defense now since the Universities your
opponent probably has up cancel out any attack abilities. They are nice as
defense though because the enemy comes into your camp and you get new units
(even over your Pop Cap). The Prophet is still as useful as ever. Launch some
of those 'voodoo' whoodoos when the opportunity arises then go back and
recharge afterwards.

There are three upgrades available in the Middle Epoch. The first is Crusades
which increases the Temple range for protection against Prophet attacks. The
second is Indulgences which increases Priest speed. The last is Inquisition
which increases Priest hit points.

Military

Heroes

Richard the Lionheart is the Warrior Hero. William the Conqueror is the
Strategist Hero. See chapter XI in the Empire Earth manual for more
information on heroes.

Archery Range

Many Archery Units available. The first one is the Long Bow who is the basic
archer unit. Next is the Pilum who is really a ranged infantry unit. The
Chariot Archer is a ranged cavalry unit. The last unit is the Crossbow which
is a sniper type unit (one shot - one kill with infantry units). With
archery/ranged units, you usually want to improve the range of the unit.
Attack is also another good improvement as well. A common tactic is to use a
group of Pike Men and/or Knights with increased hit points and attack values
as a protective shield for your ranged units. this way, if units get in
close, your Pike Men can take care of them while your archers attack from a
safer distance. Archer units need to beware Long Swords and Cataphracts which
is why you have the Pike Men and/or Knights, right? If coming from the Dark
Epoch (V) then you will need to upgrade the Composite Bow to the Long Bow.

Barracks

There are 4 units produced at the Barracks this epoch. The first is the Long
Sword which is the basic sword infantry. The next is the Pike Man which is
the basic spear infantry. The next two are also sword infantry. The Barbarian
can go through trees. The Viking , well, I'd say go with this guy instead of
the Long Sword because his attack stats are a bit more beefed up. Also, if
you noticed a large poster that shipped with the game, there is a unit
relationship chart included. Learn the unit relationships for better
gameplay. In this epoch, Vikings (or Long Swords) and/or Cataphracts have
bonuses against Archery Units, Archery Units have bonuses against Pike Men
and/or Knights, and Pike Men and/or Knights have bonuses against Long Swords
and/or Cataphracts. It is a good idea to build several of each type to be
prepared for any attack. You need to make the decision though of which road
to take. Also, don't forget the improvements to hit points, speed, range and
such. Improved units usually slaughter unimproved units. Improvements and
upgrades give the advantage. If coming from the Dark Epoch (V) you will need
to upgrade the Short Sword to the Long Sword and the Phalanx to the Pike Man.

Dock

Note that in The Art of Conquest Expansion, you need to be using a water map
and not a space map to use the water. Running low on food? Try building a few
Fishing Boats to pick up some extra food. Do you want to storm the beaches of
another island? Try building some Transports to carry your land troops across
the water. Next you have a full range of ships available to build but like
other units, there are unit relationships where one unit has an advantage
against another while having a weakness against another. The Battleship
really shines out of all the ships to be built but does have a weakness
against the Galley. Frigates have an advantage against Galleys but are weak
against Battleships. Battleships will usually be the main unit of your navy
though because they are pretty durable but are also a bit expensive. If
coming from the Dark Epoch (V) then these units need to be upgraded.
Frigate - Byzantine to Frigate - Middle Ages, Battleship - Byzantine to
Battleship - Middle Ages, Galley - Byzantine to Galley - Middle Ages.

Siege Factory

The first unit is the Ballista. The second is the Heavy Siege Tower. The
third is the Trebuchet. And lastly is the Heavy Ram. The Ballista is really
an artillery piece (for attacking infantry). The Heavy Siege Tower is like a
transport but for walls. The Trebuchet is a wall crusher. And the Heavy Ram
is another wall crusher but without the range of the Trebuchet. It is open to
your style of play as to how you wish to attack your opponent's defenses.
Siege weapons are to take out or bypass enemy defenses. All units will need
to be upgraded if coming from the Dark Epoch (V). Stone Thrower to Ballista,
Siege Tower to Heavy Siege Tower, Catapult to Trebuchet, and Ram to Heavy Ram.

Stable

Several units available at the Stable now. The first is the Cataphract. The
Second is the Knight. The third is the Persian Cavalry. This creates the
cavalry relationships of sword -> archer -> spear -> sword. Or Cataphract
against Persian Cavalry. Persian Cavalry against Knight. Knight against
Cataphracts. As you will notice, Stable units are cavalry units. They also
cost a bit more, take up two of your population, are faster, and have more
hit points. I usually use cavalry as 'firemen'. Since cavalry is faster, it
can get to places quicker than infantry can and put out that enemy 'fire'
quickly. Note also that the Persian Cavalry is ranged cavalry which also acts
like an archer unit. Also, if coming from the Dark Epoch (V) then you will
need to upgrade the Bronze Cavalry to get the Knight.

Support Buildings

Fortress

Ever think about getting a bunch of units ahead so that you don't have to
wait around to build units after an enemy starts invading the crap out of you
non stop? With Fortresses, you can stockpile pre-built armies so that you can
in essence build over your Pop Cap. All units stored inside a Fortress do not
count against your Pop Cap so you can then build more units. If you are at or
over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
day. As your outside units start getting slaughtered, just pull units out of
the Fortress(es). Instant pre-built reserves. You need to protect these
structures though, because if they are destroyed while you are at your Pop
Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
are automatically jettisoned from the building on a last in - first out
basis).

Granary

Granaries are needed to make farms. If placed well, one Granary can plant
the seeds for 8 farms all around it. There is also an option on the Granary
to replant farms should any be destroyed. Farms have PILES of food and can
also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
populate a Granary, the size of the Granary increases. Each Citizen
populating a Granary (up to 8) helps to increase food production. Speaking of
which...

There is an upgrade to farming called Wheeled Plow.

Hospital

Hospitals help heal your units when they get hurt in battle. Within a certain
range of a Hospital, units start healing (shown with a green dot graphic).
You should probably place a Hospital just behind the lines so that it doesn't
get destroyed but also so that it is easier to get to for your hurt units

University

The University is for advanced research projects.

There are two upgrades at the University. The first is Bulls-Eye Lantern
which increases your building's LOS (Line of Sight). The second is Law School
which increases the University's protection range.

Civilizations and their bonuses (bonuses vary between different
versions/updates)

Note: How to determine which bonuses are right for you? Look at how you plan
to play the battle. If you plan on walling yourself in then the Civ - Economy
(stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
Economy (gold) bonuses are the way to go. Each civilization has its
advantages and disadvantages throughout each epoch and each map type. Island
maps will require ships and ships require wood, gold, and iron so not only
the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
There is no perfect civilization and even picking a civilization that may
seem 'handicapped' usually does not decide a game's fate same as picking a
seemingly advantaged civilization does not decide either, but it can help if
facing a similar opponent and any edge you can get over some one else is a
good thing I feel. The nice part of Empire Earth is that the game structure
allows for miscalculations without any severe penalties. The other player's
Ships may have better range but yours are faster so the range advantage is
not very useful now because with the speed, the shots now miss most of the
time. There is always a counter for everything available. Improvements give
an advantage to a certain area. Also, the beginning civilization bonuses give
an early advantage and a later advantage as well. Even though you may start
out with a civilization bonus of Infantry - Ranged (range) you can still
improve that range more with the unit improvement feature. So you start out
with +2 but then improve twice more at +2 each time so now the range is +6
whereas your opponent can only upgrade range twice and didn't have the
starting Infantry - Ranged (range) bonus so can only get to a +4 range.
However, his civilization started out with a Citizens & Fishing Boats (speed)
bonus so he can therefore get more resources faster. More resources = faster
and larger army production. See how that works?

Also, a breakdown on how the bonus system can be applied to units.

Archers - Foot = Long Bow & Crossbow
Cavalry - Ranged = Chariot Archer & Persian Cavalry
Cavalry - Spear = Knight
Cavalry - Sword = Cataphract
Civ - Building, Walls & Towers = defensive bonuses
Field Cannon & Anti-Tank Guns = Ballista
Infantry - Ranged = Pilum
Infantry - Spear = Phalanx
Infantry - Sword = Long Sword
Religion - Priests = Priest
Religion - Prophets = Prophet
Ships - Battleships & Carriers = Battleship - Middle Ages
Ships - Frigates & Cruisers = Frigate - Middle Ages
Ships - Galleys, Transports & Subs = Galley - Middle Ages & Transport - Bronze
Siege Weapons & Mobile AA = Heavy Siege Tower & Trebuchet & Heavy Ram
Economy bonuses are always good as are Citizen bonuses too.

Ancient Greece = Cavalry - Spear (attack, build time, hit points), Citizens &
Fishing Boats (speed), Civ - Economy (gold, hunting & foraging), Civ -
General (conversion resistance), Infantry - Spear (attack, hit points,
speed), Ships - Frigates & Cruisers (attack, range), Siege Weapons & Mobile
AA (attack, cost, rate of fire)

Assyrian Empire = Archers - Foot (attack, speed), Cavalry - Ranged (hit
points, range, speed), Cavalry - Sword (attack, hit points), Citizens &
Fishing Boats (range), Civ - Buildings, Walls & Towers (build time, hit
points), Civ - Economy (farming, hunting & foraging), Civ - General (pop cap)

Babylon = Archers - Foot (hit points, range speed), Cavalry - Spear (armor,
hit points, speed), Citizens & Fishing Boats (hit points), Civ - Buildings,
Walls & Towers (range), Civ - Economy (stone, wood), Infantry - Spear (build
time, hit points, speed), Religion - Prophets (range, speed)

Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
(pop cap), Infantry - Ranged (range, speed), Infantry - Sword (attack, hit
points, speed), Ships - Battleships & Carriers (attack, build time)

Carthage = Cavalry - Spear (attack, build time, speed), Cavalry - Sword
(armor, hit points), Citizens & Fishing Boats (cost), Civ - Economy (fishing,
stone), Civ - General (mountain combat), Infantry - Ranged (armor, cost),
Ships - Galleys, Transports & Subs (cost, range)

Kingdom of Israel = Archers - Foot (armor, hit points, range), Citizens &
Fishing Boats (build time), Civ - Economy (fishing, iron), Infantry - Sword
(hit points, speed), Religion Priests (build time, cost, hit points),
Religion - Prophets (hit points, range), Ships - Battleships & Carriers
(attack), Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports &
Subs (attack)

Austria = Cavalry - Sword (armor, attack ,speed), Citizens & Fishing Boats
(attack, cost), Civ - Economy (hunting & foraging), Civ - General (conversion
resistance), Field Cannon & Anti-Tank Guns (armor, build time, hit points)
Infantry - Spear (attack, hit points, speed)

England = Archers - Foot (range, cost, build time), Cavalry - Ranged (cost),
Cavalry - Spear (armor), Citizens & Fishing Boats (build time), Civ -
Buildings, Walls & Towers (cost, range), Civ - Economy (fishing, gold),
Infantry - Ranged (hit points, range), Ships - Battleships & Carriers
(attack, build time), Siege Weapons & Mobile AA (hit points, rate of fire)

Franks = Cavalry - Spear (hit points), Cavalry - Sword (armor, cost, hit
points, speed), Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy
(gold, wood), Civ - General (conversion resistance), Religion - Prophets
(cost, range), Siege Weapons & Mobile AA (attack, hit points)

Kingdom of Italy = Cavalry - Ranged (attack, build time), Cavalry - Sword
(build time), Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (stone), Civ - General
(mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
(hit points, range, speed), Ships - Frigates & Cruisers (attack)

Ottoman Empire = Cavalry - Ranged (attack, hit points, range), Citizens &
Fishing Boats (build time, speed), Civ - Economy (farming, stone), Civ -
General (pop cap), Field Cannon & Anti-Tank Guns (build time, cost),
Religion - Priests (cost, hit points)

Spain = Cavalry - Ranged (speed, range), Citizens & Fishing Boats (speed),
Civ - Buildings, Walls & Towers (range), Civ - Economy (farming, iron), Civ -
General (mountain combat), Infantry - Ranged (attack, build time, hit
points), Infantry - Spear (armor, attack, hit points), Religion - Priests
(hit points, range), Ships - Galleys, Transports & Subs (attack, cost, hit
points)

France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
& Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)

Germany = Citizens & Fishing Boats (cost, hit points), Civ - Economy (stone),
Ships - Galleys, Transports & Subs (attack, hit points, range)

Great Britain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls &
Towers (attack, build time, range), Civ - Economy (gold, hunting & foraging),
Field Cannon & Anti-Tank Guns (attack, hit points, speed), Ships - Frigates &
Cruisers (build time, hit points, speed)

Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ -
Economy (farming, stone), Civ - General (conversion resistance), Field Cannon
& Anti-Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons
& Mobile AA (attack, hit points, rate of fire)

Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
(cost), Siege Weapons & Mobile AA (area damage, range)

United States = Citizens & Fishing Boats (attack, speed), Civ - Buildings,
Walls & Towers (build time, cost), Civ - Economy (gold, iron), Civ - General
(pop cap), Ships - Battleships & Carriers (hit points, range)

China = Citizens & Fishing Boats (cost), Civ - Economy (farming), Civ -
General (pop cap), Field Cannon & Anti-Tank Guns (armor, cost, hit points),
Ships - Galleys, Transports & Subs (attack)

Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
Walls & Towers (hit points, range), Civ - Economy (wood), Siege Weapons &
Mobile AA (hit points, range, rate of fire)

Rebel Forces = Citizens & Fishing Boats (build time, range), Civ - Buildings,
Walls & Towers (hit points), Civ - Economy (iron), Civ - General (mountain
combat), Infantry - Ranged (attack, range)

Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
(pop cap), Infantry - Ranged (armor, speed)

Korea = Civ - Economy (gold), Civ - General (mountain combat), Field Cannon &
Anti-Tank Guns (build time), Infantry - Ranged (armor, hit points), Siege
Weapons & Mobile AA (range, rate of fire)

Civilization Specific Powers

For the Middle epoch, these civilizations have these powers:

Ancient Greece = Flaming Arrows (III-VII)
Assyrian Empire = Slavery (I-XV)
Babylon = Priest Towers (I-XV)
Byzantine Rome = Insurance (I-XV)
Carthage = Pathfinding (I-XV)
Kingdom of Israel = Emissaries (I-XV)
Austria = Adaptation (III-XV)
England = Exploration (I-XV)
Franks = Crusaders (IV-VII)
Kingdom of Italy = Metallurgy (I-XV)
Ottoman Empire = Expansionism (I-XV)
France = Camouflage (I-XV)
Russia = Advanced Mining (I-XV)
China = Just In Time Manufacturing (I-XV)
Rebel Forces = Cloaking (I-XV)
Korea = Fanaticism (I-XV) 


-------------------------------------------------------------------------------
VV     VV IIIII IIIII       |
VV     VV  III   III        |
 VV   VV   III   III        | 2VII Renaissance 
  VV VV    III   III        |
   VVV    IIIII IIIII       |
-------------------------------------------------------------------------------

Analysis

This is the last epoch of the Archery Range. Soon, the Infantry - Ranged
(guns) replace the archer. Still pretty much the same gameplay as the Bronze
Epoch (IV). Some artillery starts showing up. For Civilization Specific
Powers, this is the first epoch of Spain's Conquistadors while this is the
last epoch for Ancient Greece's Flaming Arrows and The Franks' Crusaders
ability. Same old combos, Spear and Ranged on land units and Battleship and
Frigate on the waters.

Economy

Food and wood are the big necessities in this epoch. Food is limited only by
farms. Wood is needed for boats, farming, and buildings. Gold is needed as
well. Iron is becoming more necessary (guns & cannons) but gold is still
preferable. And stone is still mainly for defense and some buildings.

Remember too, more options means you need more resources.

Unit resource breakdowns:

Arquebus = food & iron
Ballista = gold & wood
Basilisk = iron & wood
Battleship - Renaissance = gold & wood
Canine Scout = food
Carabineer = food & gold
Chariot Archer = gold & wood
Citizen = food
Crossbow = gold & wood
Culverin = iron & wood
Fishing Boat - Bronze = wood
Frigate - Renaissance = iron & wood
Galleon - Renaissance = iron & wood
Heavy Ram = gold & wood
Heavy Siege Tower = gold & wood
Imperial Cuirassier = food & gold
Knight = food & gold
Long Bow =  gold & wood
Long Sword =  food & iron
Pike Man = food & iron
Priest = food & gold
Prophet = food & gold
Transport - Bronze = wood
Trebuchet = gold & wood

Building resource breakdowns

Archery Range = wood
Barracks = wood
Dock = wood
Farm = wood
Fortress = wood
Granary = wood
Hospital = stone & wood
House = stone & wood
Settlement = wood
Siege Factory = wood
Stable = wood
Temple = stone & wood
Tower = stone
University = stone & wood
Wall/Gate = stone

Wonders can also be built (see here for description)

Coliseum = gold & stone & wood
Ishtar Gates = iron & stone & wood
Library of Alexandria = gold & stone & wood
Pharos Lighthouse = iron & stone & wood
Temple of Zeus = iron & stone & wood
Tower of Babylon = gold & stone & wood 

To start out, you'll need a couple Citizens which you should start out with.
Next objective is to build a Settlement Town Center then Capitol as needed.
To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
the Settlement. After 10 Citizens populate a Town Center it becomes a
Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
or a Capitol (but not a Settlement) you can produce more Citizens or even the
Canine Scout which can go through trees and makes a decent unit to "see what
the Joneses are up to". Got to keep up with those Joneses you know.

Also, try to keep a Settlement, Town Center or Capitol near resources so that
the resources are gathered faster. Don't make the citizens have to walk too
far.

Next is the house. The house makes your units stronger and more durable
within range of the house. Houses help improve your defenses. Town Centers
and Capitols also provide defensive bonuses as well.

There is one upgrade in this epoch. Windlass increases stone production.

Towers, Walls & Gates (defense)



*** After you get your economy going with food and wood
production/collection, you'll want to start thinking about your defensive and
military options. For defense, you need to make a choice between weaker
wooden palisades, which are easier to make but not as durable, or the more
durable stone variety. Unless tapped for stone, I recommend the stone
defenses. In a pinch though use the wooden palisades. Remember also that wood
burns and there is the Civilization Specific Power of Ancient Greece called
Flaming Arrows as well as the Prophet's Fire Storm. The ability to create a
gate from 5 inline walls exists. Walls should be used to slow down the enemy
and are fairly quick and inexpensive to build. Walls can't fight back like
Towers can but do serve well to slow down an enemy from getting to a place
you don't want them to be. Also take note, trees and other obstacles make
great boundaries for your village, town, and eventual (hopefully) prosperous
city. Also note that Carthage's Pathfinding* ability negates this boundary
strategy in The Art of Conquest Expansion.

Priests/Prophets

In all epochs, the Priests and Prophets are made at the Temple. The safeguard
against Priests is the University. Units within range of a University can not
be converted by Priests. Prophets can not do their 'voodoo' around a temple
so there is protection against Prophets if you plan out making Temples for
protection. Priests work well as defense now since the Universities your
opponent probably has up cancel out any attack abilities. They are nice as
defense though because the enemy comes into your camp and you get new units
(even over your Pop Cap). The Prophet is still as useful as ever. Launch some
of those 'voodoo' whoodoos when the opportunity arises then go back and
recharge afterwards.

There are three upgrades available in the Renaissance Epoch. The first is
Tarot which increases Prophet speed. The second is Astrology which increases
Prophet range. The last is Printing Press which is a very 'must have' upgrade
because it allows Priests to convert enemy Priests.

Military

Heroes

Henry V (Henry the Fifth) is the Warrior Hero. Isabella I (Isabella the First
of Castille) is the Strategist Hero. See chapter XI in the Empire Earth
manual for more information on heroes.

Archery Range

This is the last epoch of the Archery Range so try not to go overboard if you
may be going to later epochs. The first unit is the Long Bow who is the basic
archer unit. The Chariot Archer is a ranged cavalry unit. The last unit is
the Crossbow which is a sniper type unit (one shot - one kill with infantry
units). With archery/ranged units, you usually want to improve the range of
the unit. Attack is also another good improvement as well. A common tactic is
to use a group of Pike Men and/or Knights with increased hit points and
attack values as a protective shield for your ranged units. this way, if
units get in close, your Pike Men can take care of them while your archers
attack from a safer distance. Archer units need to beware Long Swords and
Imperial Cuirassiers which is why you have the Pike Men and/or Knights, right?

Barracks

There are 3 units produced at the Barracks this epoch. The first is the Long
Sword which is the basic sword infantry. The next is the Pike Man which is
the basic spear infantry. The last is the Arquebus or, in other words, an
early gunman. Also, if you noticed a large poster that shipped with the game,
there is a unit relationship chart included. Learn the unit relationships for
better gameplay. In this epoch, things change a bit from the previous Bronze
Epoch type setup. It is a good idea to build several of each type to be
prepared for any attack. You need to make the decision though of which road
to take. Also, don't forget the improvements to hit points, speed, range and
such. Improved units usually slaughter unimproved units. Improvements and
upgrades give the advantage.

Dock

Note that in The Art of Conquest Expansion, you need to be using a water map
and not a space map to use the water. Running low on food? Try building a few
Fishing Boats to pick up some extra food. Do you want to storm the beaches of
another island? Try building some Transports to carry your land troops across
the water. Next you have a full range of ships available to build but like
other units, there are unit relationships where one unit has an advantage
against another while having a weakness against another. The Battleship
really shines out of all the ships to be built but does have a weakness
against the Galleon. Frigates have an advantage against Galleys but are weak
against Battleships. Battleships will usually be the main unit of your navy
though because they are pretty durable but are also a bit expensive. If
coming from the Middle Epoch (VI) then these units need to be upgraded.
Frigate - Middle Ages to Frigate - Renaissance, Battleship - Middle Ages to
Battleship - Renaissance, Galley - Middle Ages to Galleon - Renaissance.

Siege Factory

The first unit is the Ballista. The second is the Heavy Siege Tower. The
third is the Trebuchet. And fourth is the Heavy Ram. The fifth is the
Culverin. And the last is the Basilisk. A bunch of units, huh? The Ballista
is really an artillery piece (for attacking infantry) same as the Culverin.
The Siege Tower is like a transport but for walls. The Catapult and Basilisk
are wall crushers. And the Heavy Ram is another wall crusher but without the
range of the Catapult or Basilisk. It is open to your style of play as to how
you wish to attack your opponent's defenses. Siege weapons are to take out or
bypass enemy defenses.

Stable

Several units available at the Stable now. The first is the Imperial
Cuirassier. The Second is the Knight. The third is the Carabineer. This
creates the cavalry relationships of sword -> archer -> spear -> sword. Or
Imperial Cuirassier against Carabineer. Carabineer against Knight. Knight
against Imperial Cuirassier. As you will notice, Stable units are cavalry
units. They also cost a bit more, take up two of your population, are faster,
and have more hit points. I usually use cavalry as 'firemen'. Since cavalry
is faster, it can get to places quicker than infantry can and put out that
enemy 'fire' quickly. Note also that the Persian Cavalry is ranged cavalry
which also acts like an archer unit. Also, if coming from the Middle Epoch
(VI) then you will need to upgrade the Cataphract to get the Imperial
Cuirassier.

Support Buildings

Fortress

Ever think about getting a bunch of units ahead so that you don't have to
wait around to build units after an enemy starts invading the crap out of you
non stop? With Fortresses, you can stockpile pre-built armies so that you can
in essence build over your Pop Cap. All units stored inside a Fortress do not
count against your Pop Cap so you can then build more units. If you are at or
over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
day. As your outside units start getting slaughtered, just pull units out of
the Fortress(es). Instant pre-built reserves. You need to protect these
structures though, because if they are destroyed while you are at your Pop
Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
are automatically jettisoned from the building on a last in - first out
basis).

Granary

 Granaries are needed to make farms. If placed well, one Granary can plant
the seeds for 8 farms all around it. There is also an option on the Granary
to replant farms should any be destroyed. Farms have PILES of food and can
also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
populate a Granary, the size of the Granary increases. Each Citizen
populating a Granary (up to 8) helps to increase food production. Speaking of
which...

There is an upgrade to farming called Wheeled Plow.

Hospital

Hospitals help heal your units when they get hurt in battle. Within a certain
range of a Hospital, units start healing (shown with a green dot graphic).
You should probably place a Hospital just behind the lines so that it doesn't
get destroyed but also so that it is easier to get to for your hurt units.

There are two upgrades at the Hospital in this epoch. The first is Human
Anatomy which increases Citizen and Canine Scout hit points and Citizen
attack values. The other is Quarantine which increases the healing rate and
range of the Hospital.

University

The University is for advanced research projects.

There are two upgrades at the University. The first is Bulls-Eye Lantern
which increases your building's LOS (Line of Sight). The second is Law School
which increases the University's protection range.

Civilizations and their bonuses (bonuses vary between different
versions/updates)

Note: How to determine which bonuses are right for you? Look at how you plan
to play the battle. If you plan on walling yourself in then the Civ - Economy
(stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
Economy (gold) bonuses are the way to go. Each civilization has its
advantages and disadvantages throughout each epoch and each map type. Island
maps will require ships and ships require wood, gold, and iron so not only
the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
There is no perfect civilization and even picking a civilization that may
seem 'handicapped' usually does not decide a game's fate same as picking a
seemingly advantaged civilization does not decide either, but it can help if
facing a similar opponent and any edge you can get over some one else is a
good thing I feel. The nice part of Empire Earth is that the game structure
allows for miscalculations without any severe penalties. The other player's
Ships may have better range but yours are faster so the range advantage is
not very useful now because with the speed, the shots now miss most of the
time. There is always a counter for everything available. Improvements give
an advantage to a certain area. Also, the beginning civilization bonuses give
an early advantage and a later advantage as well. Even though you may start
out with a civilization bonus of Infantry - Ranged (range) you can still
improve that range more with the unit improvement feature. So you start out
with +2 but then improve twice more at +2 each time so now the range is +6
whereas your opponent can only upgrade range twice and didn't have the
starting Infantry - Ranged (range) bonus so can only get to a +4 range.
However, his civilization started out with a Citizens & Fishing Boats (speed)
bonus so he can therefore get more resources faster. More resources = faster
and larger army production. See how that works?

Also, a breakdown on how the bonus system can be applied to units.

Archers - Foot = Long Bow & Crossbow
Cavalry - Ranged = Chariot Archer & Carabineer
Cavalry - Spear = Knight
Cavalry - Sword = Imperial Cuirassier
Civ - Building, Walls & Towers = defensive bonuses
Field Cannon & Anti-Tank Guns = Ballista & Culverin
Infantry - Ranged = Arquebus
Infantry - Spear = Pike Man
Infantry - Sword = Long Sword
Religion - Priests = Priest
Religion - Prophets = Prophet
Ships - Battleships & Carriers = Battleship - Renaissance
Ships - Frigates & Cruisers = Frigate - Renaissance
Ships - Galleys, Transports & Subs = Galleon - Renaissance & Transport - Bronze
Siege Weapons & Mobile AA = Heavy Siege Tower & Trebuchet & Heavy Ram & Basilisk
Economy bonuses are always good as are Citizen bonuses too. 


Ancient Greece = Cavalry - Spear (attack, build time, hit points), Citizens &
Fishing Boats (speed), Civ - Economy (gold, hunting & foraging), Civ -
General (conversion resistance), Infantry - Spear (attack, hit points,
speed), Ships - Frigates & Cruisers (attack, range), Siege Weapons & Mobile
AA (attack, cost, rate of fire)

Assyrian Empire = Archers - Foot (attack, speed), Cavalry - Ranged (hit
points, range, speed), Cavalry - Sword (attack, hit points), Citizens &
Fishing Boats (range), Civ - Buildings, Walls & Towers (build time, hit
points), Civ - Economy (farming, hunting & foraging), Civ - General (pop cap)

Babylon = Archers - Foot (hit points, range speed), Cavalry - Spear (armor,
hit points, speed), Citizens & Fishing Boats (hit points), Civ - Buildings,
Walls & Towers (range), Civ - Economy (stone, wood), Infantry - Spear (build
time, hit points, speed), Religion - Prophets (range, speed)

Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
(pop cap), Infantry - Ranged (range, speed), Infantry - Sword (attack, hit
points, speed), Ships - Battleships & Carriers (attack, build time)

Carthage = Cavalry - Spear (attack, build time, speed), Cavalry - Sword
(armor, hit points), Citizens & Fishing Boats (cost), Civ - Economy (fishing,
stone), Civ - General (mountain combat), Infantry - Ranged (armor, cost),
Ships - Galleys, Transports & Subs (cost, range)

Kingdom of Israel = Archers - Foot (armor, hit points, range), Citizens &
Fishing Boats (build time), Civ - Economy (fishing, iron), Infantry - Sword
(hit points, speed), Religion Priests (build time, cost, hit points),
Religion - Prophets (hit points, range), Ships - Battleships & Carriers
(attack), Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports &
Subs (attack)

Austria = Cavalry - Sword (armor, attack ,speed), Citizens & Fishing Boats
(attack, cost), Civ - Economy (hunting & foraging), Civ - General (conversion
resistance), Field Cannon & Anti-Tank Guns (armor, build time, hit points)
Infantry - Spear (attack, hit points, speed)

England = Archers - Foot (range, cost, build time), Cavalry - Ranged (cost),
Cavalry - Spear (armor), Citizens & Fishing Boats (build time), Civ -
Buildings, Walls & Towers (cost, range), Civ - Economy (fishing, gold),
Infantry - Ranged (hit points, range), Ships - Battleships & Carriers
(attack, build time), Siege Weapons & Mobile AA (hit points, rate of fire)

Franks = Cavalry - Spear (hit points), Cavalry - Sword (armor, cost, hit
points, speed), Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy
(gold, wood), Civ - General (conversion resistance), Religion - Prophets
(cost, range), Siege Weapons & Mobile AA (attack, hit points)

Kingdom of Italy = Cavalry - Ranged (attack, build time), Cavalry - Sword
(build time), Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (stone), Civ - General
(mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
(hit points, range, speed), Ships - Frigates & Cruisers (attack)

Ottoman Empire = Cavalry - Ranged (attack, hit points, range), Citizens &
Fishing Boats (build time, speed), Civ - Economy (farming, stone), Civ -
General (pop cap), Field Cannon & Anti-Tank Guns (build time, cost),
Religion - Priests (cost, hit points)

Spain = Cavalry - Ranged (speed, range), Citizens & Fishing Boats (speed),
Civ - Buildings, Walls & Towers (range), Civ - Economy (farming, iron), Civ -
General (mountain combat), Infantry - Ranged (attack, build time, hit
points), Infantry - Spear (armor, attack, hit points), Religion - Priests
(hit points, range), Ships - Galleys, Transports & Subs (attack, cost, hit
points)

France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
& Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)

Germany = Citizens & Fishing Boats (cost, hit points), Civ - Economy (stone),
Ships - Galleys, Transports & Subs (attack, hit points, range)

Great Britain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls &
Towers (attack, build time, range), Civ - Economy (gold, hunting & foraging),
Field Cannon & Anti-Tank Guns (attack, hit points, speed), Ships - Frigates &
Cruisers (build time, hit points, speed)

Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ -
Economy (farming, stone), Civ - General (conversion resistance), Field Cannon
& Anti-Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons
& Mobile AA (attack, hit points, rate of fire)

Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
(cost), Siege Weapons & Mobile AA (area damage, range)

United States = Citizens & Fishing Boats (attack, speed), Civ - Buildings,
Walls & Towers (build time, cost), Civ - Economy (gold, iron), Civ - General
(pop cap), Ships - Battleships & Carriers (hit points, range)

China = Citizens & Fishing Boats (cost), Civ - Economy (farming), Civ -
General (pop cap), Field Cannon & Anti-Tank Guns (armor, cost, hit points),
Ships - Galleys, Transports & Subs (attack)

Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
Walls & Towers (hit points, range), Civ - Economy (wood), Siege Weapons &
Mobile AA (hit points, range, rate of fire)

Rebel Forces = Citizens & Fishing Boats (build time, range), Civ - Buildings,
Walls & Towers (hit points), Civ - Economy (iron), Civ - General (mountain
combat), Infantry - Ranged (attack, range)

Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
(pop cap), Infantry - Ranged (armor, speed)

Korea = Civ - Economy (gold), Civ - General (mountain combat), Field Cannon &
Anti-Tank Guns (build time), Infantry - Ranged (armor, hit points), Siege
Weapons & Mobile AA (range, rate of fire)

Civilization Specific Powers

For the Renaissance epoch, these civilizations have these powers:

Ancient Greece = Flaming Arrows (III-VII)
Assyrian Empire = Slavery (I-XV)
Babylon = Priest Towers (I-XV)
Byzantine Rome = Insurance (I-XV)
Carthage = Pathfinding (I-XV)
Kingdom of Israel = Emissaries (I-XV)
Austria = Adaptation (III-XV)
England = Exploration (I-XV)
Franks = Crusaders (IV-VII)
Kingdom of Italy = Metallurgy (I-XV)
Ottoman Empire = Expansionism (I-XV)
Spain = Conquistadors (VII-IX)
France = Camouflage (I-XV)
Russia = Advanced Mining (I-XV)
China = Just In Time Manufacturing (I-XV)
Rebel Forces = Cloaking (I-XV)
Korea = Fanaticism (I-XV) 


-------------------------------------------------------------------------------
VV     VV IIIII IIIII IIIII |
VV     VV  III   III   III  |
 VV   VV   III   III   III  | 2VIII Imperial
  VV VV    III   III   III  |
   VVV    IIIII IIIII IIIII |
-------------------------------------------------------------------------------

Analysis

This is the last epoch of the Stable. The Infantry - Ranged (guns) have
replaced the archer. The Archery Range is no longer able to produce any units
(so if you have an Archery Range lying around, delete it and use the space
for something else). The strategy is still about the same as it has been
since the Bronze Epoch (IV) only now instead of Archers, you have ranged
infantry (primitive guns). This is the last epoch of the Stable (cavalry) so
enjoy it while it lasts. As far as Civilization Specific Powers, Ancient
Greece no longer has the Flaming Arrow ability and the Franks no longer have
the Crusaders ability. Combos are now ranged infantry protecting siege or
field cannon so Sharpshooters and/or Musketeers protecting Basilisk,
Culverin, and/or Bombard cannons. On the water, same old Frigate and
Battleship combo.

Economy

Food and wood are the big necessities in this epoch. Food is limited only by
farms. Wood is needed for boats, farming, and buildings. Gold is needed as
well. Iron is becoming more necessary (guns & cannons) but gold is still
preferable. And stone is still mainly for defense and some buildings.

Remember too, more options means you need more resources.

Unit resource breakdowns:

Basilisk = iron & wood
Battleship - Imperial = gold & wood
Bombard = iron & wood
Canine Scout = food
Carabineer = food & gold
Citizen = food
Culverin = iron & wood
Elite Guard = food & iron
Fishing Boat - Imperial = wood
Frigate - Imperial = iron & wood
Galleon - Imperial = iron & wood
Gunboat Cruiser = gold & wood
Halberdier = food & iron
Hand Cannoneer = food & gold
Imperial Cuirassier = food & gold
Medic - Imperial = food & gold
Musketeer = food & iron
Priest = food & gold
Prophet = food & gold
Sharpshooter = food & gold
Transport - Imperial = wood

Building resource breakdowns

Barracks = wood
Dock = wood
Farm = wood
Fortress = wood
Granary = wood
Hospital = stone & wood
House = stone & wood
Settlement = wood
Siege Factory = wood
Stable = wood
Temple = stone & wood
Tower = stone
University = stone & wood
Wall/Gate = stone

Wonders can also be built (see here for description)

Coliseum = gold & stone & wood
Ishtar Gates = iron & stone & wood
Library of Alexandria = gold & stone & wood
Pharos Lighthouse = iron & stone & wood
Temple of Zeus = iron & stone & wood
Tower of Babylon = gold & stone & wood 

To start out, you'll need a couple Citizens which you should start out with.
Next objective is to build a Settlement Town Center then Capitol as needed.
To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
the Settlement. After 10 Citizens populate a Town Center it becomes a
Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
or a Capitol (but not a Settlement) you can produce more Citizens or even the
Canine Scout which can go through trees and makes a decent unit to "see what
the Joneses are up to". Got to keep up with those Joneses you know.

Also, try to keep a Settlement, Town Center or Capitol near resources so that
the resources are gathered faster. Don't make the citizens have to walk too
far.

Next is the house. The house makes your units stronger and more durable
within range of the house. Houses help improve your defenses. Town Centers
and Capitols also provide defensive bonuses as well.

There are two upgrades in this epoch. The first is Land Conservation which
increases hunting and foraging ability. The second is Forestry which improves
your wood gathering/cutting.

Towers, Walls & Gates (defense)



*** After you get your economy going with food and wood
production/collection, you'll want to start thinking about your defensive and
military options. For defense, you need to make a choice between weaker
wooden palisades, which are easier to make but not as durable, or the more
durable stone variety. Unless tapped for stone, I recommend the stone
defenses. In a pinch though use the wooden palisades. Remember also that wood
burns and there is the Prophet's Fire Storm. The ability to create a gate
from 5 inline walls exists. Walls should be used to slow down the enemy and
are fairly quick and inexpensive to build. Walls can't fight back like Towers
can but do serve well to slow down an enemy from getting to a place you don't
want them to be. Also take note, trees and other obstacles make great
boundaries for your village, town, and eventual (hopefully) prosperous city.
Also note that Carthage's Pathfinding* ability negates this boundary strategy
in The Art of Conquest Expansion. If epoching up from the Renaissance Epoch
(VII) then the Imperial Walls, Gates & Towers will be an upgrade available at
the Town Center or Capitol.

Priests/Prophets

In all epochs, the Priests and Prophets are made at the Temple. The safeguard
against Priests is the University. Units within range of a University can not
be converted by Priests. Prophets can not do their 'voodoo' around a temple
so there is protection against Prophets if you plan out making Temples for
protection. Priests work well as defense now since the Universities your
opponent probably has up cancel out any attack abilities. They are nice as
defense though because the enemy comes into your camp and you get new units
(even over your Pop Cap). The Prophet is still as useful as ever. Launch some
of those 'voodoo' whoodoos when the opportunity arises then go back and
recharge afterwards.

There are three upgrades available in the Imperial Epoch. The first is
Occultism which increases the Prophet's hit points. The second is Reformation
which increases the Priest's range. And the last is Missionaries which is a
must have since it allows Priests to convert enemy buildings.

Military

Heroes

Oliver Cromwell is the Warrior Hero. Elizabeth I (Elizabeth the First) is the
Strategist Hero. See chapter XI in the Empire Earth manual for more
information on heroes.

Barracks

The Barracks units are becoming more diversified in this epoch. The first is
the only short range unit, the Halberdier. The next is the Musketeer (and
no, they don't produce in threes but they do use a MUSKET, not a sword). Next
would be the Sharpshooter which is a sniper unit (one shot = 1 kill against
infantry units). Another unit is the Hand Cannoneer. Next is the Elite Guard
(yet another ranged infantry unit). And finally, the useful Medic which heals
units on the go instead of units having to go to the Hospital all the time
(room service). Also, if you noticed a large poster that shipped with the
game, there is a unit relationship chart included. Learn the unit
relationships for better gameplay. In this epoch, things change a bit from
the previous Bronze Epoch type setup. It is a good idea to build several of
each type to be prepared for any attack. You need to make the decision though
of which road to take. Also, don't forget the improvements to hit points,
speed, range and such. Improved units usually slaughter unimproved units.
Improvements and upgrades give the advantage. If coming from the Renaissance
Epoch (VIII) then you will need to upgrade the Arquebus to the Musketeer and
the Pike Man to the Halberdier.

Dock

Note that in The Art of Conquest Expansion, you need to be using a water map
and not a space map to use the water. Running low on food? Try building a few
Fishing Boats to pick up some extra food. Do you want to storm the beaches of
another island? Try building some Transports to carry your land troops across
the water. Next you have a full range of ships available to build but like
other units, there are unit relationships where one unit has an advantage
against another while having a weakness against another. The Battleship
really shines out of all the ships to be built but does have a weakness
against the Galleon. Frigates have an advantage against Galleys but are weak
against Battleships. A new unit is the Gunboat Cruiser. Battleships will
usually be the main unit of your navy though because they are pretty durable
but are also a bit expensive. If coming from the Renaissance Epoch (VII) then
these units need to be upgraded. Frigate - Renaissance to Frigate -
Imperial, Battleship - Renaissance to Battleship - Imperial, Galleon -
Renaissance to Galleon - Imperial.

Siege Factory

The first unit is the Culverin. The next is the Basilisk. And finally the
Bombard. The Culverin is really an artillery piece (for attacking infantry).
The Basilisk is a wall crusher. And the Bombard is another wall crusher. It
is open to your style of play as to how you wish to attack your opponent's
defenses. Siege weapons are to take out or bypass enemy defenses. A common
tactic is to combine these units with ranged infantry so the ranged infantry
provide protection for the fragile but very damaging cannons.

Stable

The Stable is on its last legs now. This is its last epoch. The first is the
Imperial Cuirassier. The last is the Carabineer. Not very much to work with
but come next epoch there will be none available to be made so all leftover
cavalry in epoch IX become war surplus (but valuable war surplus none the
less for a short time until epoch X).

Support Buildings

Fortress

Ever think about getting a bunch of units ahead so that you don't have to
wait around to build units after an enemy starts invading the crap out of you
non stop? With Fortresses, you can stockpile pre-built armies so that you can
in essence build over your Pop Cap. All units stored inside a Fortress do not
count against your Pop Cap so you can then build more units. If you are at or
over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
day. As your outside units start getting slaughtered, just pull units out of
the Fortress(es). Instant pre-built reserves. You need to protect these
structures though, because if they are destroyed while you are at your Pop
Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
are automatically jettisoned from the building on a last in - first out
basis).

Granary

 Granaries are needed to make farms. If placed well, one Granary can plant
the seeds for 8 farms all around it. There is also an option on the Granary
to replant farms should any be destroyed. Farms have PILES of food and can
also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
populate a Granary, the size of the Granary increases. Each Citizen
populating a Granary (up to 8) helps to increase food production.

Hospital

Hospitals help heal your units when they get hurt in battle. Within a certain
range of a Hospital, units start healing (shown with a green dot graphic).
You should probably place a Hospital just behind the lines so that it doesn't
get destroyed but also so that it is easier to get to for your hurt units.

There are two upgrades at the Hospital in this epoch. The first is
Orthopedics which increases Citizen speed. The second is Chemical Drugs which
adds 5 to your Pop Cap.

University

The University is for advanced research projects.

There are three upgrades at the University. The first is Strengthened
Concrete which increases your building hit points. The second is Scientific
Method which increases the University's range. The last is Dry Dock which
increases the Dock's repair rate (ships heal faster).

Civilizations and their bonuses (bonuses vary between different
versions/updates)

Note: How to determine which bonuses are right for you? Look at how you plan
to play the battle. If you plan on walling yourself in then the Civ - Economy
(stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
Economy (gold) bonuses are the way to go. Each civilization has its
advantages and disadvantages throughout each epoch and each map type. Island
maps will require ships and ships require wood, gold, and iron so not only
the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
There is no perfect civilization and even picking a civilization that may
seem 'handicapped' usually does not decide a game's fate same as picking a
seemingly advantaged civilization does not decide either, but it can help if
facing a similar opponent and any edge you can get over some one else is a
good thing I feel. The nice part of Empire Earth is that the game structure
allows for miscalculations without any severe penalties. The other player's
Ships may have better range but yours are faster so the range advantage is
not very useful now because with the speed, the shots now miss most of the
time. There is always a counter for everything available. Improvements give
an advantage to a certain area. Also, the beginning civilization bonuses give
an early advantage and a later advantage as well. Even though you may start
out with a civilization bonus of Infantry - Ranged (range) you can still
improve that range more with the unit improvement feature. So you start out
with +2 but then improve twice more at +2 each time so now the range is +6
whereas your opponent can only upgrade range twice and didn't have the
starting Infantry - Ranged (range) bonus so can only get to a +4 range.
However, his civilization started out with a Citizens & Fishing Boats (speed)
bonus so he can therefore get more resources faster. More resources = faster
and larger army production. See how that works?

Also, a breakdown on how the bonus system can be applied to units.

Cavalry - Ranged = Carabineer
Cavalry - Sword = Imperial Cuirassier
Civ - Building, Walls & Towers = defensive bonuses
Field Cannon & Anti-Tank Guns = Culverin
Infantry - Ranged = Musketeer & Sharpshooter & Hand Cannoneer & Elite Guard
Infantry - Spear = Halberdier
Religion - Priests = Priest & Medic - Imperial
Religion - Prophets = Prophet
Ships - Battleships & Carriers = Battleship - Imperial
Ships - Frigates & Cruisers = Frigate - Imperial & Gunboat Cruiser
Ships - Galleys, Transports & Subs = Galley - Imperial & Transport - Imperial
Siege Weapons & Mobile AA = Basilisk & Bombard
Economy bonuses are always good as are Citizen bonuses too. 

Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
hunting & foraging), Civ - General (conversion resistance), Infantry - Spear
(attack, hit points, speed), Ships - Frigates & Cruisers (attack, range),
Siege Weapons & Mobile AA (attack, cost, rate of fire)

Assyrian Empire = Cavalry - Ranged (hit points, range, speed), Cavalry -
Sword (attack, hit points), Citizens & Fishing Boats (range), Civ -
Buildings, Walls & Towers (build time, hit points), Civ - Economy (farming,
hunting & foraging), Civ - General (pop cap)

Babylon = Citizens & Fishing Boats (hit points), Civ - Buildings, Walls &
Towers (range), Civ - Economy (stone, wood), Infantry - Spear (build time,
hit points, speed), Religion - Prophets (range, speed)

Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
(pop cap), Infantry - Ranged (range, speed), Ships - Battleships & Carriers
(attack, build time)

Carthage = Cavalry - Sword (armor, hit points), Citizens & Fishing Boats
(cost), Civ - Economy (fishing, stone), Civ - General (mountain combat),
Infantry - Ranged (armor, cost), Ships - Galleys, Transports & Subs (cost,
range)

Kingdom of Israel = Citizens & Fishing Boats (build time), Civ - Economy
(fishing, iron), Religion Priests (build time, cost, hit points), Religion -
Prophets (hit points, range), Ships - Battleships & Carriers (attack),
Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports & Subs
(attack)

Austria = Cavalry - Sword (armor, attack ,speed), Citizens & Fishing Boats
(attack, cost), Civ - Economy (hunting & foraging), Civ - General (conversion
resistance), Field Cannon & Anti-Tank Guns (armor, build time, hit points)
Infantry - Spear (attack, hit points, speed)

England = Cavalry - Ranged (cost), Citizens & Fishing Boats (build time),
Civ - Buildings, Walls & Towers (cost, range), Civ - Economy (fishing, gold),
Infantry - Ranged (hit points, range), Ships - Battleships & Carriers
(attack, build time), Siege Weapons & Mobile AA (hit points, rate of fire)

Franks = Cavalry - Sword (armor, cost, hit points, speed), Civ - Buildings,
Walls & Towers (attack, cost), Civ - Economy (gold, wood), Civ - General
(conversion resistance), Religion - Prophets (cost, range), Siege Weapons &
Mobile AA (attack, hit points)

Kingdom of Italy = Cavalry - Ranged (attack, build time), Cavalry - Sword
(build time), Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (stone), Civ - General
(mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
(hit points, range, speed), Ships - Frigates & Cruisers (attack)

Ottoman Empire = Cavalry - Ranged (attack, hit points, range), Citizens &
Fishing Boats (build time, speed), Civ - Economy (farming, stone), Civ -
General (pop cap), Field Cannon & Anti-Tank Guns (build time, cost),
Religion - Priests (cost, hit points)

Spain = Cavalry - Ranged (speed, range), Citizens & Fishing Boats (speed),
Civ - Buildings, Walls & Towers (range), Civ - Economy (farming, iron), Civ -
General (mountain combat), Infantry - Ranged (attack, build time, hit
points), Infantry - Spear (armor, attack, hit points), Religion - Priests
(hit points, range), Ships - Galleys, Transports & Subs (attack, cost, hit
points)

France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
& Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)

Germany = Citizens & Fishing Boats (cost, hit points), Civ - Economy (stone),
Ships - Galleys, Transports & Subs (attack, hit points, range)

Great Britain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls &
Towers (attack, build time, range), Civ - Economy (gold, hunting & foraging),
Field Cannon & Anti-Tank Guns (attack, hit points, speed), Ships - Frigates &
Cruisers (build time, hit points, speed)

Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ -
Economy (farming, stone), Civ - General (conversion resistance), Field Cannon
& Anti-Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons
& Mobile AA (attack, hit points, rate of fire)

Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
(cost), Siege Weapons & Mobile AA (area damage, range)

United States = Citizens & Fishing Boats (attack, speed), Civ - Buildings,
Walls & Towers (build time, cost), Civ - Economy (gold, iron), Civ - General
(pop cap), Ships - Battleships & Carriers (hit points, range)

China = Citizens & Fishing Boats (cost), Civ - Economy (farming), Civ -
General (pop cap), Field Cannon & Anti-Tank Guns (armor, cost, hit points),
Ships - Galleys, Transports & Subs (attack)

Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
Walls & Towers (hit points, range), Civ - Economy (wood), Siege Weapons &
Mobile AA (hit points, range, rate of fire)

Rebel Forces = Citizens & Fishing Boats (build time, range), Civ - Buildings,
Walls & Towers (hit points), Civ - Economy (iron), Civ - General (mountain
combat), Infantry - Ranged (attack, range)

Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
(pop cap), Infantry - Ranged (armor, speed)

Korea = Civ - Economy (gold), Civ - General (mountain combat), Field Cannon &
Anti-Tank Guns (build time), Infantry - Ranged (armor, hit points), Siege
Weapons & Mobile AA (range, rate of fire)


-------------------------------------------------------------------------------
IIIII XX    XX              |
 III   XX  XX               | 
 III    XXXX                | 2IX Industrial
 III   XX  XX               |
IIIII XX    XX              |
-------------------------------------------------------------------------------

Analysis

There is no longer any Stable units nor any Archery units that can be
produced. Don't delete the units themselves (if you have any left) but feel
free to delete the buildings since they now only take up space you could use
for other things. This epoch is a type of 'transitional' epoch which
introduces you to the type of gameplay that lies just ahead in the next
epoch. This is a simpler epoch in that there are fewer unit types than have
been available previously since the Bronze Epoch. The units are more powerful
though and you can consider this a type of 'training' epoch for what is soon
to come. For Civilization Specific Powers, Germany gains the Bundeswehr
ability, while this is the last epoch for Spain's Conquistadors. Combos are
now ranged infantry protecting siege or field cannon so Sharpshooters and/or
Grenadiers protecting Bronze Cannon, Serpentine, and/or Bombard cannons. On
the water, same old Frigate and Battleship combo.

Economy

Food and wood are the big necessities in this epoch. Food is limited only by
farms. Wood is needed for boats, farming, and buildings. Gold is needed as
well. Iron is becoming more necessary (guns & cannons) but gold is still
preferable. And stone is still mainly for defense and some buildings.

Remember too, more options means you need more resources.

Unit resource breakdowns:

Battleship - Royal = gold & wood
Bombard = iron & wood
Bronze Cannon = iron & wood
Canine Scout = food
Citizen = food
Elite Guard = food & iron
Fishing Boat - Imperial = wood
Frigate - Royal = iron & wood
Galleon - Royal = iron & wood
Grenadier = food & iron
Gunboat Cruiser = gold & wood
Halberdier = food & iron
Hand Cannoneer = food & gold
Hot Air Balloon = gold & wood
Medic - Imperial = food & gold
Partisan = food & iron
Priest = food & gold
Prophet = food & gold
Serpentine = iron & wood
Sharpshooter = food & gold
Transport - Imperial = wood

Building resource breakdowns

Barracks = wood
Dock = wood
Farm = wood
Fortress = wood
Granary = wood
Hospital = stone & wood
House = stone & wood
Settlement = wood
Siege Factory = wood
Temple = stone & wood
Tower = stone
University = stone & wood
Wall/Gate = stone

Wonders can also be built (see here for description)

Coliseum = gold & stone & wood
Ishtar Gates = iron & stone & wood
Library of Alexandria = gold & stone & wood
Pharos Lighthouse = iron & stone & wood
Temple of Zeus = iron & stone & wood
Tower of Babylon = gold & stone & wood 

To start out, you'll need a couple Citizens which you should start out with.
Next objective is to build a Settlement Town Center then Capitol as needed.
To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
the Settlement. After 10 Citizens populate a Town Center it becomes a
Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
or a Capitol (but not a Settlement) you can produce more Citizens or even the
Canine Scout which can go through trees and makes a decent unit to "see what
the Joneses are up to". Got to keep up with those Joneses you know.

Also, try to keep a Settlement, Town Center or Capitol near resources so that
the resources are gathered faster. Don't make the citizens have to walk too
far.

In this epoch starts something that may be confusing to some. The Hot Air
Balloon is not only the first air unit but is also built at the Town Center
and Capitol. The icon for this is which looks the same as an upgrade icon. It
is a unit though and not an upgrade. It is located at the right side AFTER
the upgrades. The Hot Air Balloon is a great asset for scouting. Only a
couple units can attack it (Partisan on land and Gunboat Cruiser at sea). It
helps to provide a line of sight for artillery pieces and other long range
units as well as a scout unit.

Next is the house. The house makes your units stronger and more durable
within range of the house. Houses help improve your defenses. Town Centers
and Capitols also provide defensive bonuses as well.

There are two upgrades in this epoch. The first is Steam Engine which
increases gold production. The second is Mining Explosives which increases
iron production.

Towers, Walls & Gates (defense)



*** After you get your economy going with food and wood
production/collection, you'll want to start thinking about your defensive and
military options. For defense, you need to make a choice between weaker
wooden palisades, which are easier to make but not as durable, or the more
durable stone variety. Unless tapped for stone, I recommend the stone
defenses. In a pinch though use the wooden palisades. Remember also that wood
burns and there is the Prophet's Fire Storm. The ability to create a gate
from 5 inline walls exists. Walls should be used to slow down the enemy and
are fairly quick and inexpensive to build. Walls can't fight back like Towers
can but do serve well to slow down an enemy from getting to a place you don't
want them to be. Also take note, trees and other obstacles make great
boundaries for your village, town, and eventual (hopefully) prosperous city.
Also note that Carthage's Pathfinding* ability negates this boundary strategy
in The Art of Conquest Expansion.

Priests/Prophets

In all epochs, the Priests and Prophets are made at the Temple. The safeguard
against Priests is the University. Units within range of a University can not
be converted by Priests. Prophets can not do their 'voodoo' around a temple
so there is protection against Prophets if you plan out making Temples for
protection. Priests work well as defense now since the Universities your
opponent probably has up cancel out any attack abilities. They are nice as
defense though because the enemy comes into your camp and you get new units
(even over your Pop Cap). The Prophet is still as useful as ever. Launch some
of those 'voodoo' whoodoos when the opportunity arises then go back and
recharge afterwards.

There are two upgrades available in the Imperial Epoch. The first is Sunday
School which increases the Temple's range. The second is Religious Tolerance
which increases the Priest's hit points.

Military

Heroes

Napoleon Bonaparte is the Warrior Hero. Otto von Bismarck is the Strategist
Hero. See chapter XI in the Empire Earth manual for more information on
heroes.

Barracks

The first Barracks unit is the only short range unit, the Halberdier. The
next is the Grenadier. Next would be the Sharpshooter which is a sniper unit
(one shot = 1 kill against infantry units). Another unit is the Hand
Cannoneer. Next is the Elite Guard (yet another ranged infantry unit). Next
comes the air defense (for shooting down balloons) Partisan. And finally,
the useful Medic which heals units on the go instead of units having to go to
the Hospital all the time (room service). Also, if you noticed a large poster
that shipped with the game, there is a unit relationship chart included.
Learn the unit relationships for better gameplay. In this epoch, things
change a bit from the previous Bronze Epoch type setup. It is a good idea to
build several of each type to be prepared for any attack. You need to make
the decision though of which road to take. Also, don't forget the
improvements to hit points, speed, range and such. Improved units usually
slaughter unimproved units. Improvements and upgrades give the advantage. If
coming from the Imperial Epoch (VIII) then you will need to upgrade the
Musketeer to the Grenadier.

Dock

Note that in The Art of Conquest Expansion, you need to be using a water map
and not a space map to use the water. Running low on food? Try building a few
Fishing Boats to pick up some extra food. Do you want to storm the beaches of
another island? Try building some Transports to carry your land troops across
the water. Next you have a full range of ships available to build but like
other units, there are unit relationships where one unit has an advantage
against another while having a weakness against another. The Battleship
really shines out of all the ships to be built but does have a weakness
against the Galleon. Frigates have an advantage against Galleons but are
weak against Battleships. A new unit is the Gunboat Cruiser which can attack
air units such as the balloon. Battleships will usually be the main unit of
your navy though because they are pretty durable but are also a bit
expensive. If coming from the Imperial Epoch (VIII) then these units need to
be upgraded. Frigate - Imperial to Frigate - Royal, Battleship - Imperial to
Battleship - Royal, Galleon - Imperial to Galleon - Royal.

Siege Factory

The first unit is the Bronze Cannon. The next is the Serpentine. And
finally the Bombard. The Bronze Cannon is really an artillery piece (for
attacking infantry). The Serpentine is a wall crusher. And the Bombard is
another wall crusher. It is open to your style of play as to how you wish to
attack your opponent's defenses. Siege weapons are to take out or bypass
enemy defenses. A common tactic is to combine these units with ranged
infantry so the ranged infantry provide protection for the fragile but very
damaging cannons. If coming from the Imperial Epoch (VIII) then you will need
to upgrade the Culverin to the Bronze Cannon and the Basilisk to the
Serpentine.

Support Buildings

Fortress

Ever think about getting a bunch of units ahead so that you don't have to
wait around to build units after an enemy starts invading the crap out of you
non stop? With Fortresses, you can stockpile pre-built armies so that you can
in essence build over your Pop Cap. All units stored inside a Fortress do not
count against your Pop Cap so you can then build more units. If you are at or
over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
day. As your outside units start getting slaughtered, just pull units out of
the Fortress(es). Instant pre-built reserves. You need to protect these
structures though, because if they are destroyed while you are at your Pop
Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
are automatically jettisoned from the building on a last in - first out
basis).

Granary

 Granaries are needed to make farms. If placed well, one Granary can plant
the seeds for 8 farms all around it. There is also an option on the Granary
to replant farms should any be destroyed. Farms have PILES of food and can
also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
populate a Granary, the size of the Granary increases. Each Citizen
populating a Granary (up to 8) helps to increase food production.

The Granary has an upgrade, Enclosure , which increases farming.

Hospital

Hospitals help heal your units when they get hurt in battle. Within a certain
range of a Hospital, units start healing (shown with a green dot graphic).
You should probably place a Hospital just behind the lines so that it doesn't
get destroyed but also so that it is easier to get to for your hurt units.

There are two upgrades at the Hospital in this epoch. The first is
Pasteurization which increases the Citizen and Canine Scout hit points and
the Citizen attack. The other is Anesthesia which increases the Hospital's
heal rate and heal range.

University

The University is for advanced research projects.

There is only one upgrade at the University this epoch. Gas Lamp increases
building Line of Sight.

Civilizations and their bonuses (bonuses vary between different
versions/updates)

Note: How to determine which bonuses are right for you? Look at how you plan
to play the battle. If you plan on walling yourself in then the Civ - Economy
(stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
Economy (gold) bonuses are the way to go. Each civilization has its
advantages and disadvantages throughout each epoch and each map type. Island
maps will require ships and ships require wood, gold, and iron so not only
the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
There is no perfect civilization and even picking a civilization that may
seem 'handicapped' usually does not decide a game's fate same as picking a
seemingly advantaged civilization does not decide either, but it can help if
facing a similar opponent and any edge you can get over some one else is a
good thing I feel. The nice part of Empire Earth is that the game structure
allows for miscalculations without any severe penalties. The other player's
Ships may have better range but yours are faster so the range advantage is
not very useful now because with the speed, the shots now miss most of the
time. There is always a counter for everything available. Improvements give
an advantage to a certain area. Also, the beginning civilization bonuses give
an early advantage and a later advantage as well. Even though you may start
out with a civilization bonus of Infantry - Ranged (range) you can still
improve that range more with the unit improvement feature. So you start out
with +2 but then improve twice more at +2 each time so now the range is +6
whereas your opponent can only upgrade range twice and didn't have the
starting Infantry - Ranged (range) bonus so can only get to a +4 range.
However, his civilization started out with a Citizens & Fishing Boats (speed)
bonus so he can therefore get more resources faster. More resources = faster
and larger army production. See how that works?

Also, a breakdown on how the bonus system can be applied to units.

Civ - Building, Walls & Towers = defensive bonuses
Field Cannon & Anti-Tank Guns = Bronze Cannon
Infantry - Ranged = Grenadier & Sharpshooter & Hand Cannoneer & Elite Guard &
Partisan
Infantry - Spear = Halberdier
Religion - Priests = Priest & Medic - Imperial
Religion - Prophets = Prophet
Ships - Battleships & Carriers = Battleship - Royal
Ships - Frigates & Cruisers = Frigate - Royal & Gunboat Cruiser
Ships - Galleys, Transports & Subs = Galley - Royal & Transport - Imperial
Siege Weapons & Mobile AA = Serpentine & Bombard
Economy bonuses are always good as are Citizen bonuses too.

Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
hunting & foraging), Civ - General (conversion resistance), Infantry - Spear
(attack, hit points, speed), Ships - Frigates & Cruisers (attack, range),
Siege Weapons & Mobile AA (attack, cost, rate of fire)

Assyrian Empire = Citizens & Fishing Boats (range), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (farming, hunting & foraging),
Civ - General (pop cap)

Babylon = Citizens & Fishing Boats (hit points), Civ - Buildings, Walls &
Towers (range), Civ - Economy (stone, wood), Infantry - Spear (build time,
hit points, speed), Religion - Prophets (range, speed)

Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
(pop cap), Infantry - Ranged (range, speed), Ships - Battleships & Carriers
(attack, build time)

Carthage = Citizens & Fishing Boats (cost), Civ - Economy (fishing, stone),
Civ - General (mountain combat), Infantry - Ranged (armor, cost), Ships -
Galleys, Transports & Subs (cost, range)

Kingdom of Israel = Citizens & Fishing Boats (build time), Civ - Economy
(fishing, iron), Religion Priests (build time, cost, hit points), Religion -
Prophets (hit points, range), Ships - Battleships & Carriers (attack),
Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports & Subs
(attack)

Austria = Citizens & Fishing Boats (attack, cost), Civ - Economy (hunting &
foraging), Civ - General (conversion resistance), Field Cannon & Anti-Tank
Guns (armor, build time, hit points), Infantry - Spear (attack, hit points,
speed)

England = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (cost, range), Civ - Economy (fishing, gold), Infantry - Ranged (hit
points, range), Ships - Battleships & Carriers (attack, build time), Siege
Weapons & Mobile AA (hit points, rate of fire)

Franks = Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy (gold,
wood), Civ - General (conversion resistance), Religion - Prophets (cost,
range), Siege Weapons & Mobile AA (attack, hit points)

Kingdom of Italy = Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (stone), Civ - General
(mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
(hit points, range, speed), Ships - Frigates & Cruisers (attack)

Ottoman Empire = Citizens & Fishing Boats (build time, speed), Civ - Economy
(farming, stone), Civ - General (pop cap), Field Cannon & Anti-Tank Guns
(build time, cost), Religion - Priests (cost, hit points)

Spain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers
(range), Civ - Economy (farming, iron), Civ - General (mountain combat),
Infantry - Ranged (attack, build time, hit points), Infantry - Spear (armor,
attack, hit points), Religion - Priests (hit points, range), Ships - Galleys,
Transports & Subs (attack, cost, hit points)

France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
& Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)

Germany = Citizens & Fishing Boats (cost, hit points), Civ - Economy (stone),
Ships - Galleys, Transports & Subs (attack, hit points, range)

Great Britain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls &
Towers (attack, build time, range), Civ - Economy (gold, hunting & foraging),
Field Cannon & Anti-Tank Guns (attack, hit points, speed), Ships - Frigates &
Cruisers (build time, hit points, speed)

Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ -
Economy (farming, stone), Civ - General (conversion resistance), Field Cannon
& Anti-Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons
& Mobile AA (attack, hit points, rate of fire)

Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
(cost), Siege Weapons & Mobile AA (area damage, range)

United States = Citizens & Fishing Boats (attack, speed), Civ - Buildings,
Walls & Towers (build time, cost), Civ - Economy (gold, iron), Civ - General
(pop cap), Ships - Battleships & Carriers (hit points, range) China =
Citizens & Fishing Boats (cost), Civ - Economy (farming), Civ - General (pop
cap), Field Cannon & Anti-Tank Guns (armor, cost, hit points), Ships -
Galleys, Transports & Subs (attack)

Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
Walls & Towers (hit points, range), Civ - Economy (wood), Siege Weapons &
Mobile AA (hit points, range, rate of fire)

Rebel Forces = Citizens & Fishing Boats (build time, range), Civ - Buildings,
Walls & Towers (hit points), Civ - Economy (iron), Civ - General (mountain
combat), Infantry - Ranged (attack, range)

Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
(pop cap), Infantry - Ranged (armor, speed)

Korea = Civ - Economy (gold), Civ - General (mountain combat), Field Cannon &
Anti-Tank Guns (build time), Infantry - Ranged (armor, hit points), Siege
Weapons & Mobile AA (range, rate of fire)

Civilization Specific Powers

For the Industrial epoch, these civilizations have these powers:

Assyrian Empire = Slavery (I-XV)
Babylon = Priest Towers (I-XV)
Byzantine Rome = Insurance (I-XV)
Carthage = Pathfinding (I-XV)
Kingdom of Israel = Emissaries (I-XV)
Austria = Adaptation (III-XV)
England = Exploration (I-XV)
Kingdom of Italy = Metallurgy (I-XV)
Ottoman Empire = Expansionism (I-XV)
Spain = Conquistadors (VII-IX)
France = Camouflage (I-XV)
Germany = Bundeswehr (IX-XII)
Russia = Advanced Mining (I-XV)
China = Just In Time Manufacturing (I-XV)
Rebel Forces = Cloaking (I-XV)
Korea = Fanaticism (I-XV) 

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  XXXX                      | 2X Atomic - WWI Epoch
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XX    XX                    |
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Analysis

The modern era of warfare begins. Planes, Tanks, Submarines, and newer units
as well. Warfare has become very devastating and more complicated than
before. There are 3 fronts of land, sea, and air now to contend with. Each
front has its own challenges as well. With this new era also comes more
dependence on iron. Units also become more specialized with units for
attacking specific types of targets (gameplay-wise at least). Air fighters
are for attacking air targets while fighter/bombers attack air and ground
while bombers attack only ground. The United States gains the Market building
and power, and Great Britain gains the SAS Commando unit. In the air, get
used to the fighter and bomber combo. In the water, Battleships with U-Boat
Subs and Dardo Cruisers start becoming a common sight. On the ground,
Observation Balloons as spotters for artillery and some ranged infantry
units. Tanks now provide support for artillery and the Flak Halftrak for
defense against air attacks.

Economy

Food and wood are the big necessities in this epoch. Food is limited only by
farms. Wood is needed for boats, farming, and buildings. Gold is needed as
well. Iron is now more necessary (guns & cannons & planes) and is about as
needed as gold. With air warfare, walls and towers are becoming much less
important but can still be helpful on many maps. With the advent of artillery
that can fire over walls though, the wall security of yesteryear is not as
good.

Remember too, more options means you need more resources.

Unit resource breakdowns:

57mm AT Gun = gold & wood
A7V Tank = food & iron
Artillery = iron & wood
Battleship - Dreadnought = gold & wood
Canine Scout = food
Citizen = food
Cruiser - Dardo = gold & wood
Doughboy = food & iron
Fishing Boat - Imperial = wood
Flak Halftrak = food & iron
Fokker Fighter/Bomber = gold & iron
Frigate - Good Hope = iron & wood
Gotha Bomber = gold & iron
Grenade Launcher = food & gold
Howitzer Cannon = iron & wood
Machine Gun = food & iron
Medic - Atomic = food & gold
MKV Tank = food & iron
Observation Balloon = gold & wood
Partisan = food & iron
Priest = food & gold
Prophet = food & gold
Sniper = food & gold
Sopwith Fighter = gold & iron
Transport - Atomic = wood
Trench Mortar = food & gold
U-Boat = iron & wood

Building resource breakdowns

88mm AA Gun = gold & wood
Airport = wood
Barracks = wood
Dock = wood
Farm = wood
Fortress = wood
Granary = wood
Hospital = stone & wood
House = stone & wood
Naval Yard = wood
Settlement = wood
Siege Factory = wood
Tank Factory = wood
Temple = stone & wood
Tower = stone
University = stone & wood
Wall/Gate = stone

Wonders can also be built (see here for description)

Coliseum = gold & stone & wood
Ishtar Gates = iron & stone & wood
Library of Alexandria = gold & stone & wood
Pharos Lighthouse = iron & stone & wood
Temple of Zeus = iron & stone & wood
Tower of Babylon = gold & stone & wood 

To start out, you'll need a couple Citizens which you should start out with.
Next objective is to build a Settlement Town Center then Capitol as needed.
To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
the Settlement. After 10 Citizens populate a Town Center it becomes a
Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
or a Capitol (but not a Settlement) you can produce more Citizens or even the
Canine Scout which can go through trees and makes a decent unit to "see what
the Joneses are up to". Got to keep up with those Joneses you know.

Also, try to keep a Settlement, Town Center or Capitol near resources so that
the resources are gathered faster. Don't make the citizens have to walk too
far.

In this epoch starts something that may be confusing to some. The Observation
Balloon is built at the Town Center and Capitol. The icon for this is which
looks the same as an upgrade icon. It is a unit though and not an upgrade. It
is located at the right side AFTER the upgrades. The Observation Balloon is a
great asset for scouting. It helps to provide a line of sight for artillery
pieces and other long range units as well as a scout unit.

Next is the house. The house makes your units stronger and more durable
within range of the house. Houses help improve your defenses. Town Centers
and Capitols also provide defensive bonuses as well.

There is one upgrade in this epoch. Hammer Drilling Rigs increase stone
production.

If coming from the Industrial Epoch (IX), then you will need to upgrade the
Hot Air Balloon to the Observation Balloon.

Towers, Walls & Gates (defense)



*** After you get your economy going with food and wood
production/collection, you'll want to start thinking about your defensive and
military options. For defense, you need to make a choice between weaker
wooden palisades, which are easier to make but not as durable, or the more
durable stone variety. Unless tapped for stone, I recommend the stone
defenses. In a pinch though use the wooden palisades. Remember also that wood
burns and there is the Prophet's Fire Storm. The ability to create a gate
from 5 inline walls exists. Walls should be used to slow down the enemy and
are fairly quick and inexpensive to build. Walls can't fight back like Towers
can but do serve well to slow down an enemy from getting to a place you don't
want them to be. Also take note, trees and other obstacles make great
boundaries for your village, town, and eventual (hopefully) prosperous city.
Also note that Carthage's Pathfinding* ability negates this boundary strategy
in The Art of Conquest Expansion. If coming from the Industrial Epoch (IX)
you will need to upgrade from Imperial Towers, Walls, and Gates to Concrete
Towers, Walls, and Gates at the Town Center or Capitol.

Priests/Prophets

In all epochs, the Priests and Prophets are made at the Temple. The safeguard
against Priests is the University. Units within range of a University can not
be converted by Priests. Prophets can not do their 'voodoo' around a temple
so there is protection against Prophets if you plan out making Temples for
protection. Priests work well as defense now since the Universities your
opponent probably has up cancel out any attack abilities. They are nice as
defense though because the enemy comes into your camp and you get new units
(even over your Pop Cap). The Prophet is still as useful as ever. Launch some
of those 'voodoo' whoodoos when the opportunity arises then go back and
recharge afterwards.

There is one upgrades available in the Atomic - WWI Epoch. Radio Services
increases Priest speed.

Military

Heroes

Manfred von Richtofen is the Warrior Hero. Givan De Verran is the Strategist
Hero. See chapter XI in the Empire Earth manual for more information on
heroes.

Airport

This is a new building this epoch. It is also a very powerful building that
produces powerful units. Fighters help keep the skies clean and bombers
massively blow stuff up. Planes are fragile units but are also very
devastating as well. There are always at least three types of planes
available. The first is the Sopwith Fighter which rules the air. The next is
the Fokker Fighter/Bomber which can attack land and air but is not as
damaging at either attack as the fighter or bomber are. And finally the Gotha
Bomber which blows up ground units but can't fight against air units.

Barracks

The first Barracks unit is the Doughboy. Next comes the Grenade Launcher.
Next would be the Sniper which is a sniper unit (one shot = 1 kill against
infantry units). Another unit is the Trench Mortar. Next is the Machine Gun
(yet another ranged infantry unit). Next comes the air defense (for shooting
down balloons) Partisan. And finally, the useful Medic which heals units on
the go instead of units having to go to the Hospital all the time (room
service). Also, if you noticed a large poster that shipped with the game,
there is a unit relationship chart included. Learn the unit relationships for
better gameplay. In this epoch, things change a bit from previous epochs. It
is a good idea to build several of each type to be prepared for any attack.
You need to make the decision though of which road to take. Also, don't
forget the improvements to hit points, speed, range and such. Improved units
usually slaughter unimproved units. Improvements and upgrades give the
advantage. If coming from the Industrial Epoch (IX) then you will need to
upgrade the Grenadier to the Doughboy, the Sharpshooter to the Sniper, the
Hand Cannoneer to the Trench Mortar, the Elite Guard to the Machine Gun, and
the Medic - Imperial to the Medic - Atomic.

Dock

Note that in The Art of Conquest Expansion, you need to be using a water map
and not a space map to use the water. Running low on food? Try building a few
Fishing Boats to pick up some extra food. Do you want to storm the beaches of
another island? Try building some Transports to carry your land troops across
the water. Next you have a full range of ships available to build but like
other units, there are unit relationships where one unit has an advantage
against another while having a weakness against another. The Battleship
really shines out of all the ships to be built. Frigates have an attack
against Submarines but are weak against Battleships. Another unit is the
Cruiser which can attack air units such as the balloon. Battleships will
usually be the main unit of your navy though because they are pretty durable
but are also a bit expensive. Galleons are gone from the world stage now. If
coming from the Industrial Epoch (IX) then these units need to be upgraded.
Transport - Imperial to Transport - Atomic, Frigate - Royal to Frigate - Good
Hope, Battleship - Royal to Battleship - Dreadnought, and Gunboat Cruiser to
Cruiser - Dardo.

Naval Yard

The Naval Yard is new to this epoch and to the game. You can only produce one
thing in this epoch though. That one thing is the U-Boat Submarine which is
excellent against ships and boats. The U-Boat is at a big disadvantage
against the Frigate however. Throughout the epochs, the Naval Yard produces
the 'exotic' navy items of Submarines and Carriers. These exotic items are
powerful however.

Siege Factory

The first unit is the 57mm AT Gun. The next is the Howitzer Cannon. And
finally the Artillery. The 57mm Anti-Tank Gun is good against Tanks. The
Howitzer Cannon is a wall crusher. And the Artillery is another wall crusher.
It is open to your style of play as to how you wish to attack your opponent's
defenses. Siege weapons are to take out or bypass enemy defenses. A common
tactic is to combine these units with Tanks so the Tanks provide protection
for the fragile but very damaging cannons. If coming from the Industrial
Epoch (IX) then you will need to upgrade the Serpentine to the Howitzer and
the Bombard to the Artillery.

Tank Factory

The Tank Factory is new to this epoch. Tanks are slow but durable attack
weapons. The first Tank is the MKV which is a heavy Tank. The second Tank is
the A7V which is an anti-infantry Tank. The last unit is the Flak Halftrak
which is a must have against an enemy using air units like fighters and
bombers. Flak Halftrak are mobile Anti-Air (AA) units.

Support Buildings

Anti-Aircraft Artillery

The 88mm (millimeter) Anti-Aircraft Gun is an immobile ground based defense
against aircraft.

Fortress

Ever think about getting a bunch of units ahead so that you don't have to
wait around to build units after an enemy starts invading the crap out of you
non stop? With Fortresses, you can stockpile pre-built armies so that you can
in essence build over your Pop Cap. All units stored inside a Fortress do not
count against your Pop Cap so you can then build more units. If you are at or
over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
day. As your outside units start getting slaughtered, just pull units out of
the Fortress(es). Instant pre-built reserves. You need to protect these
structures though, because if they are destroyed while you are at your Pop
Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
are automatically jettisoned from the building on a last in - first out
basis).

Granary

 Granaries are needed to make farms. If placed well, one Granary can plant
the seeds for 8 farms all around it. There is also an option on the Granary
to replant farms should any be destroyed. Farms have PILES of food and can
also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
populate a Granary, the size of the Granary increases. Each Citizen
populating a Granary (up to 8) helps to increase food production.

Hospital

Hospitals help heal your units when they get hurt in battle. Within a certain
range of a Hospital, units start healing (shown with a green dot graphic).
You should probably place a Hospital just behind the lines so that it doesn't
get destroyed but also so that it is easier to get to for your hurt units.

There is only one upgrade at the Hospital in this epoch. Vitamins increase
Citizen speed (a must have).

University

The University is for advanced research projects.

There is only one upgrade at the University this epoch. Civil Liberties
increases the University's range.

Civilizations and their bonuses (bonuses vary between different
versions/updates)

Note: How to determine which bonuses are right for you? Look at how you plan
to play the battle. If you plan on walling yourself in then the Civ - Economy
(stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
Economy (gold) bonuses are the way to go. Each civilization has its
advantages and disadvantages throughout each epoch and each map type. Island
maps will require ships and ships require wood, gold, and iron so not only
the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
There is no perfect civilization and even picking a civilization that may
seem 'handicapped' usually does not decide a game's fate same as picking a
seemingly advantaged civilization does not decide either, but it can help if
facing a similar opponent and any edge you can get over some one else is a
good thing I feel. The nice part of Empire Earth is that the game structure
allows for miscalculations without any severe penalties. The other player's
Ships may have better range but yours are faster so the range advantage is
not very useful now because with the speed, the shots now miss most of the
time. There is always a counter for everything available. Improvements give
an advantage to a certain area. Also, the beginning civilization bonuses give
an early advantage and a later advantage as well. Even though you may start
out with a civilization bonus of Infantry - Ranged (range) you can still
improve that range more with the unit improvement feature. So you start out
with +2 but then improve twice more at +2 each time so now the range is +6
whereas your opponent can only upgrade range twice and didn't have the
starting Infantry - Ranged (range) bonus so can only get to a +4 range.
However, his civilization started out with a Citizens & Fishing Boats (speed)
bonus so he can therefore get more resources faster. More resources = faster
and larger army production. See how that works?

Also, a breakdown on how the bonus system can be applied to units.


Aircraft - Bombers = Gotha Bomber
Aircraft - Fighters = Sopwith Fighter & Fokker Fighter/Bomber
Civ - Building, Walls & Towers = defensive bonuses & 88mm AA Gun
Field Cannon & Anti-Tank Guns = 57mm AT Gun & Grenade Launcher
Infantry - Ranged = Doughboy & Sniper & Trench Mortar & Machine Gun & Partisan
Religion - Priests = Priest & Medic - Atomic
Religion - Prophets = Prophet
Ships - Battleships & Carriers = Battleship - Dreadnought
Ships - Frigates & Cruisers = Frigate - Good Hope & Cruiser - Dardo
Ships - Galleys, Transports & Subs = Transport - Atomic & U-Boat
Siege Weapons & Mobile AA = Howitzer & Artillery & Flak Halftrak
Tanks = MKV & A7V
Economy bonuses are always good as are Citizen bonuses too. 

Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
hunting & foraging), Civ - General (conversion resistance), Ships - Frigates
& Cruisers (attack, range), Siege Weapons & Mobile AA (attack, cost, rate of
fire)

Assyrian Empire = Citizens & Fishing Boats (range), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (farming, hunting & foraging),
Civ - General (pop cap)

Babylon = Citizens & Fishing Boats (hit points), Civ - Buildings, Walls &
Towers (range), Civ - Economy (stone, wood), Religion - Prophets (range, speed)

Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
(pop cap), Infantry - Ranged (range, speed), Ships - Battleships & Carriers
(attack, build time)

Carthage = Citizens & Fishing Boats (cost), Civ - Economy (fishing, stone),
Civ - General (mountain combat), Infantry - Ranged (armor, cost), Ships -
Galleys, Transports & Subs (cost, range)

Kingdom of Israel = Citizens & Fishing Boats (build time), Civ - Economy
(fishing, iron), Religion Priests (build time, cost, hit points), Religion -
Prophets (hit points, range), Ships - Battleships & Carriers (attack),
Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports & Subs
(attack)

Austria = Citizens & Fishing Boats (attack, cost), Civ - Economy (hunting &
foraging), Civ - General (conversion resistance), Field Cannon & Anti-Tank
Guns (armor, build time, hit points)

England = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (cost, range), Civ - Economy (fishing, gold), Infantry - Ranged (hit
points, range), Ships - Battleships & Carriers (attack, build time), Siege
Weapons & Mobile AA (hit points, rate of fire)

Franks = Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy (gold,
wood), Civ - General (conversion resistance), Religion - Prophets (cost,
range), Siege Weapons & Mobile AA (attack, hit points)

Kingdom of Italy = Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (stone), Civ - General
(mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
(hit points, range, speed), Ships - Frigates & Cruisers (attack)

Ottoman Empire = Citizens & Fishing Boats (build time, speed), Civ - Economy
(farming, stone), Civ - General (pop cap), Field Cannon & Anti-Tank Guns
(build time, cost), Religion - Priests (cost, hit points)

Spain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers
(range), Civ - Economy (farming, iron), Civ - General (mountain combat),
Infantry - Ranged (attack, build time, hit points), Religion - Priests (hit
points, range), Ships - Galleys, Transports & Subs (attack, cost, hit points)

France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
& Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)

Germany = Aircraft - Bombers (cost, flight time), Aircraft - Fighters
(attack, build time, hit points), Citizens & Fishing Boats (cost, hit
points), Civ - Economy (stone), Ships - Galleys, Transports & Subs (attack,
hit points, range), Tanks (armor, attack, hit points)

Great Britain = Aircraft - Fighters (build time, cost, range), Citizens &
Fishing Boats (speed), Civ - Buildings, Walls & Towers (attack, build time,
range), Civ - Economy (gold, hunting & foraging), Field Cannon & Anti-Tank
Guns (attack, hit points, speed), Ships - Frigates & Cruisers (build time,
hit points, speed)

Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ -
Economy (farming, stone), Civ - General (conversion resistance), Field Cannon
& Anti-Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons
& Mobile AA (attack, hit points, rate of fire)

Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
(cost), Siege Weapons & Mobile AA (area damage, range), Tanks (armor, range)

United States = Aircraft - Bombers (attack, flight time, speed), Aircraft -
Fighters (flight time, range), Citizens & Fishing Boats (attack, speed),
Civ - Buildings, Walls & Towers (build time, cost), Civ - Economy (gold,
iron), Civ - General (pop cap), Ships - Battleships & Carriers (hit points,
range), Tanks (cost)

China = Aircraft - Fighters (cost), Citizens & Fishing Boats (cost), Civ -
Economy (farming), Civ - General (pop cap), Field Cannon & Anti-Tank Guns
(armor, cost, hit points), Ships - Galleys, Transports & Subs (attack), Tanks
(attack) Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ -
Buildings, Walls & Towers (hit points, range), Civ - Economy (wood), Siege
Weapons & Mobile AA (hit points, range, rate of fire)

Rebel Forces = Aircraft - Bombers (hit points, speed), Citizens & Fishing
Boats (build time, range), Civ - Buildings, Walls & Towers (hit points),
Civ - Economy (iron), Civ - General (mountain combat), Infantry - Ranged
(attack, range), Tanks (attack, range)

Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
(pop cap), Infantry - Ranged (armor, speed), Tanks (build time, speed)

Korea = Aircraft - Fighters (attack, hit points), Civ - Economy (gold), Civ -
General (mountain combat), Field Cannon & Anti-Tank Guns (build time),
Infantry - Ranged (armor, hit points), Siege Weapons & Mobile AA (range, rate
of fire), Tanks (attack)

Civilization Specific Powers

For the WWI epoch, these civilizations have these powers:

Assyrian Empire = Slavery (I-XV)
Babylon = Priest Towers (I-XV)
Byzantine Rome = Insurance (I-XV)
Carthage - Pathfinding (I-XV)
Kingdom of Israel = Emissaries (I-XV)
Austria = Adaptation (III-XV)
England = Exploration (I-XV)
Kingdom of Italy = Metallurgy (I-XV)
Ottoman Empire = Expansionism (I-XV)
France = Camouflage (I-XV)
Germany = Bundeswehr (IX-XII)
Great Britain = SAS Commando (X-XV)
Russia = Advanced Mining (I-XV)
United States = Market (X-XV)
China = Just In Time Manufacturing (I-XV)
Rebel Forces = Cloaking (I-XV)
Korea = Fanaticism (I-XV) 
 

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XX    XX IIIII              |
 XX  XX   III               |
  XXXX    III               | 2XI Atomic - WWII
 XX  XX   III               |
XX    XX IIIII              |
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Analysis

The modern era of warfare begins. Planes, Tanks, Submarines, and newer units
as well. Warfare has become very devastating and more complicated than
before. There are 3 fronts of land, sea, and air now to contend with. Each
front has its own challenges as well. With this new era also comes more
dependence on iron. Units also become more specialized with units for
attacking specific types of targets (gameplay-wise at least). Carriers also
come into play this epoch and replace Battleships AND Cruisers in the
Battleship combo. Air fighters are for attacking air targets while
fighter/bombers attack air and ground while bombers attack only ground. For
Civilization Specific Powers, Italy gains Paratroopers. In the air, get used
to the fighter and atomic bomber combo. That's right, the atomic bomber
causes more devastation than a regular bomber but is also much more expensive
and makes its debut this epoch. In the water, Carriers with U-Boat Subs are
now a common sight. On the ground, Observation Balloons as spotters for
artillery and some ranged infantry units. Tanks now provide support for
artillery and the Flak Halftrak for defense against air attacks.

Economy

Wood is needed in this epoch but is becoming less needed overall. Food is
starting to become obsolete but is still needed in the beginning for Citizens
and Infantry plus epoching up. Wood is needed for boats, farming, and
buildings. Gold is needed as well. Iron is needed as much as gold now. With
air warfare, walls and towers are becoming much less important but can still
be helpful on many maps. With the advent of artillery that can fire over
walls though, the wall security of yesteryear is not as good. Iron and gold
are the big necessities now and until the end of time (the last epoch ends in
? but starts in 2200).

Remember too, more options means you need more resources.

Unit resource breakdowns:

57mm AT Gun = gold & wood
Artillery = iron & wood
B-29 Atomic Bomber = gold & iron
Battleship - Bismarck = gold & wood
Bazooka = food & gold
Canine Scout = food
Carrier - Enterprise = gold & wood
Citizen = food
Corsair - Carrier Plane = gold & iron
Cruiser - Dardo = gold & wood
Fishing Boat - Trawler = wood
Flak Halftrak = food & iron
Flame Thrower = food & gold
Frigate - Warrington = iron & wood
Howitzer Cannon = iron & wood
Machine Gun = food & iron
Marine = food & iron
ME109 or ME262 Fighter/Bomber = gold & iron
ME111 or B-17 Bomber = gold & iron
Medic - Atomic = food & gold
Observation Balloon = gold & wood
Panzer Tank = food & iron
Priest = food & gold
Prophet = food & gold
Sherman Tank = food & iron
Sniper = food & gold
Spitfire or P-51 (Mustang) Fighter = gold & iron
Transport - Atomic = wood
Trench Mortar = food & gold
Typhoon Anti-Tank Plane = gold & iron
U-Boat = iron & wood

Building resource breakdowns

88mm AA Gun = gold & wood
Airport = wood
Barracks = wood
Dock = wood
Farm = wood
Fortress = wood
Granary = wood
Hospital = stone & wood
House = stone & wood
Naval Yard = wood
Settlement = wood
Siege Factory = wood
Tank Factory = wood
Temple = stone & wood
Tower = stone
University = stone & wood
Wall/Gate = stone

Wonders can also be built (see here for description)

Coliseum = gold & stone & wood
Ishtar Gates = iron & stone & wood
Library of Alexandria = gold & stone & wood
Pharos Lighthouse = iron & stone & wood
Temple of Zeus = iron & stone & wood
Tower of Babylon = gold & stone & wood 

To start out, you'll need a couple Citizens which you should start out with.
Next objective is to build a Settlement Town Center then Capitol as needed.
To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
the Settlement. After 10 Citizens populate a Town Center it becomes a
Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
or a Capitol (but not a Settlement) you can produce more Citizens or even the
Canine Scout which can go through trees and makes a decent unit to "see what
the Joneses are up to". Got to keep up with those Joneses you know.

Also, try to keep a Settlement, Town Center or Capitol near resources so that
the resources are gathered faster. Don't make the citizens have to walk too
far.

In this epoch starts something that may be confusing to some. The Observation
Balloon is built at the Town Center and Capitol. The icon for this is which
looks the same as an upgrade icon. It is a unit though and not an upgrade. It
is located at the right side AFTER the upgrades. The Observation Balloon is a
great asset for scouting. It helps to provide a line of sight for artillery
pieces and other long range units as well as a scout unit.

Next is the house. The house makes your units stronger and more durable
within range of the house. Houses help improve your defenses. Town Centers
and Capitols also provide defensive bonuses as well.

There are two upgrades in this epoch. The first is Environmental Law which
increases hunting and foraging. The second is Mechanized Logging which
increases wood production.

Towers, Walls & Gates (defense)



*** After you get your economy going with food and wood
production/collection, you'll want to start thinking about your defensive and
military options. For defense, you need to make a choice between weaker
wooden palisades, which are easier to make but not as durable, or the more
durable stone variety. Unless tapped for stone, I recommend the stone
defenses. In a pinch though use the wooden palisades. Remember also that wood
burns and there is the Prophet's Fire Storm. The ability to create a gate
from 5 inline walls exists. Walls should be used to slow down the enemy and
are fairly quick and inexpensive to build. Walls can't fight back like Towers
can but do serve well to slow down an enemy from getting to a place you don't
want them to be. Also take note, trees and other obstacles make great
boundaries for your village, town, and eventual (hopefully) prosperous city.
Also note that Carthage's Pathfinding* ability negates this boundary strategy
in The Art of Conquest Expansion.

Priests/Prophets

In all epochs, the Priests and Prophets are made at the Temple. The safeguard
against Priests is the University. Units within range of a University can not
be converted by Priests. Prophets can not do their 'voodoo' around a temple
so there is protection against Prophets if you plan out making Temples for
protection. Priests work well as defense now since the Universities your
opponent probably has up cancel out any attack abilities. They are nice as
defense though because the enemy comes into your camp and you get new units
(even over your Pop Cap). The Prophet is still as useful as ever. Launch some
of those 'voodoo' whoodoos when the opportunity arises then go back and
recharge afterwards.

There is one upgrades available in the Atomic - WWII Epoch. Televangelism
increases Priest range.

Military

Heroes

Travis Shackelford is the Warrior Hero. Erwin Rommel (The Desert Fox) is the
Strategist Hero. See chapter XI in the Empire Earth manual for more
information on heroes.

Airport

This is a very powerful building that produces powerful units. Fighters help
keep the skies clean and bombers massively blow stuff up. Planes are fragile
units but are also very devastating as well. This epoch also has an oddity in
its units. If you epoch up from the previous WWI epoch (X) then you will have
a couple extra planes not seen if you start out in this epoch. There are 3 of
these planes - Spitfire, ME109, and the HE111 (Heinkel Bomber). The only way
to see these planes is through epoching up. If you start out in this, the
WWII, epoch you will miss these planes since they automatically are upgraded
to the P-51, ME262, and B-17 respectively if you start out in this epoch.
There are four types of planes available. The first is the Spitfire or P-51
(Mustang) Fighter which rules the air. The next is the ME109 or ME262
fighter/bomber which can attack land and air but is not as damaging at either
attack as the fighter or bomber are. (note: ME stands for Messerschmitt).
Next is a new type of plane, the Typhoon Anti-Tank Plane. And next is the
HE111 (Heinkel) or B-17 Bomber which blows up ground units but can't fight
against air units. Finally is the new REALLY devastating plane, the B-29
Atomic Bomber , be sure to watch the mushroom cloud of this one.

You'll know this one by the gigantic flash of light beforehand. Kaboom!

If coming from the previous epoch (X) then you'll need to really upgrade this
time around. First, the Sopwith Fighter to the Spitfire to the P-51. Next the
Fokker Fighter/Bomber to the ME109 to the ME262. Lastly, the Gotha Bomber to
the HE111 (Heinkel Bomber) to the B-17.

Barracks

The first Barracks unit is the Marine. Next is the Bazooka. Next would be
the Sniper which is a sniper unit (one shot = 1 kill against infantry units).
Another unit is the Trench Mortar. Next is the Machine Gun (yet another
ranged infantry unit). Another is the Flame Thrower. And finally, the useful
Medic which heals units on the go instead of units having to go to the
Hospital all the time (room service). Also, if you noticed a large poster
that shipped with the game, there is a unit relationship chart included.
Learn the unit relationships for better gameplay. In this epoch, things
change a bit from previous epochs. It is a good idea to build several of each
type to be prepared for any attack. You need to make the decision though of
which road to take. Also, don't forget the improvements to hit points, speed,
range and such. Improved units usually slaughter unimproved units.
Improvements and upgrades give the advantage. If coming from the Atomic - WWI
Epoch (X) then you will need to upgrade the Doughboy to the Marine, and the
Grenade Launcher to the Bazooka.

Dock

Note that in The Art of Conquest Expansion, you need to be using a water map
and not a space map to use the water. Running low on food? Try building a few
Fishing Boats to pick up some extra food. Do you want to storm the beaches of
another island? Try building some Transports to carry your land troops across
the water. Next you have a full range of ships available to build but like
other units, there are unit relationships where one unit has an advantage
against another while having a weakness against another. The Battleship
really shines out of all the ships to be built. Frigates have an attack
against Submarines but are weak against Battleships. Another unit is the
Cruiser which can attack air units such as the balloon. Battleships will
usually be the main unit of your navy though because they are pretty durable
but are also a bit expensive. If coming from the WWI Epoch (X) then these
units need to be upgraded. Fishing Boat - Imperial to Fishing Boat -
Trawler, Frigate - Good Hope to Frigate - Warrington, and Battleship -
Dreadnought to Battleship - Bismarck.

Naval Yard

The Naval Yard produces the 'exotic' navy items of Submarines and Carriers.
You can only produce two ships in this epoch. One is the U-Boat Submarine
which is excellent against ships and boats. The U-Boat is at a big
disadvantage against the Frigate however. The other item is the Enterprise
Carrier which produces Corsair Planes which are fighter/bomber planes that
attack land, sea and air targets. Corsairs combined with the Carriers
mobility on water means trouble. Basically, the carrier is a mobile airfield
that can support up to 15 Corsair Fighter/Bomber type planes. Land planes at
the Airport can NOT land on carriers since land planes are not designed for
use on Carriers and Carrier Planes (Corsairs) can NOT land at Airports.

Siege Factory

The first unit is the 57mm AT Gun. The next is the Howitzer Cannon. And
finally the Artillery. The 57mm Anti-Tank Gun is good against Tanks. The
Howitzer is a wall crusher. And the Artillery is another wall crusher. It is
open to your style of play as to how you wish to attack your opponent's
defenses. Siege weapons are to take out or bypass enemy defenses. A common
tactic is to combine these units with Tanks so the Tanks provide protection
for the fragile but very damaging cannons.

Tank Factory

Tanks are slow but durable attack weapons. The first Tank is the Sherman
which is a heavy Tank. The second Tank is the Panzer which is an anti-
infantry Tank. The last unit is the Flak Halftrak which is a must have
against an enemy using air units like fighters and bombers. Flak Halftrak are
mobile Anti-Air (AA) units. If coming from the WWI Epoch (X) you will need to
upgrade the MKV to the Sherman, and the A7V to the Panzer.

Support Buildings

Anti-Aircraft Artillery

The 88mm (millimeter) Anti-Aircraft Gun is an immobile ground based defense
against aircraft.

Fortress

Ever think about getting a bunch of units ahead so that you don't have to
wait around to build units after an enemy starts invading the crap out of you
non stop? With Fortresses, you can stockpile pre-built armies so that you can
in essence build over your Pop Cap. All units stored inside a Fortress do not
count against your Pop Cap so you can then build more units. If you are at or
over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
day. As your outside units start getting slaughtered, just pull units out of
the Fortress(es). Instant pre-built reserves. You need to protect these
structures though, because if they are destroyed while you are at your Pop
Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
are automatically jettisoned from the building on a last in - first out
basis).

Granary

 Granaries are needed to make farms. If placed well, one Granary can plant
the seeds for 8 farms all around it. There is also an option on the Granary
to replant farms should any be destroyed. Farms have PILES of food and can
also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
populate a Granary, the size of the Granary increases. Each Citizen
populating a Granary (up to 8) helps to increase food production.

Hospital

Hospitals help heal your units when they get hurt in battle. Within a certain
range of a Hospital, units start healing (shown with a green dot graphic).
You should probably place a Hospital just behind the lines so that it doesn't
get destroyed but also so that it is easier to get to for your hurt units.

There is two upgrades at the Hospital in this epoch. The first is DNA
Research which upgrades the Citizen and Canine Scout's hit points and the
Citizen's attack values. The other is Vaccinations which is a real pain but
also adds 5 to your Pop Cap.

University

The University is for advanced research projects.

There is only one upgrade at the University this epoch. Scuba Repairs
increases the Dock's/Naval Yard's repair rate or in other words, ships heal
faster. (note: SCUBA stands for Self Contained Underwater Breathing
Apparatus).

Civilizations and their bonuses (bonuses vary between different
versions/updates)

Note: How to determine which bonuses are right for you? Look at how you plan
to play the battle. If you plan on walling yourself in then the Civ - Economy
(stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
Economy (gold) bonuses are the way to go. Each civilization has its
advantages and disadvantages throughout each epoch and each map type. Island
maps will require ships and ships require wood, gold, and iron so not only
the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
There is no perfect civilization and even picking a civilization that may
seem 'handicapped' usually does not decide a game's fate same as picking a
seemingly advantaged civilization does not decide either, but it can help if
facing a similar opponent and any edge you can get over some one else is a
good thing I feel. The nice part of Empire Earth is that the game structure
allows for miscalculations without any severe penalties. The other player's
Ships may have better range but yours are faster so the range advantage is
not very useful now because with the speed, the shots now miss most of the
time. There is always a counter for everything available. Improvements give
an advantage to a certain area. Also, the beginning civilization bonuses give
an early advantage and a later advantage as well. Even though you may start
out with a civilization bonus of Infantry - Ranged (range) you can still
improve that range more with the unit improvement feature. So you start out
with +2 but then improve twice more at +2 each time so now the range is +6
whereas your opponent can only upgrade range twice and didn't have the
starting Infantry - Ranged (range) bonus so can only get to a +4 range.
However, his civilization started out with a Citizens & Fishing Boats (speed)
bonus so he can therefore get more resources faster. More resources = faster
and larger army production. See how that works?

Also, a breakdown on how the bonus system can be applied to units.

Aircraft - Bombers = Heinkel Bomber (HE111) & B-29 & Typhoon AT
Aircraft - Fighters = Spitfire F & P-51 F & ME109 F/B & ME262 F/B & Corsair F/B
Civ - Building, Walls & Towers = defensive bonuses & 88mm AA Gun
Field Cannon & Anti-Tank Guns = 57mm AT Gun & Bazooka
Infantry - Ranged = Marine & Sniper & Trench Mortar & Machine Gun
Religion - Priests = Priest & Medic - Atomic
Religion - Prophets = Prophet
Ships - Battleships & Carriers = Battleship - Bismarck & Carrier - Enterprise
Ships - Frigates & Cruisers = Frigate - Warrington & Cruiser - Dardo
Ships - Galleys, Transports & Subs = Transport - Atomic & U-Boat
Siege Weapons & Mobile AA = Howitzer & Artillery & Flak Halftrak & Flame Thrower
Tanks = Sherman & Panzer
Economy bonuses are always good as are Citizen bonuses too.

Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
hunting & foraging), Civ - General (conversion resistance), Ships - Frigates
& Cruisers (attack, range), Siege Weapons & Mobile AA (attack, cost, rate of
fire) Assyrian Empire = Citizens & Fishing Boats (range), Civ - Buildings,
Walls & Towers (build time, hit points), Civ - Economy (farming, hunting &
foraging), Civ - General (pop cap)

Babylon = Citizens & Fishing Boats (hit points), Civ - Buildings, Walls &
Towers (range), Civ - Economy (stone, wood), Religion - Prophets (range, speed)

Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
(pop cap), Infantry - Ranged (range, speed), Ships - Battleships & Carriers
(attack, build time)

Carthage = Citizens & Fishing Boats (cost), Civ - Economy (fishing, stone),
Civ - General (mountain combat), Infantry - Ranged (armor, cost), Ships -
Galleys, Transports & Subs (cost, range)

Kingdom of Israel = Citizens & Fishing Boats (build time), Civ - Economy
(fishing, iron), Religion Priests (build time, cost, hit points), Religion -
Prophets (hit points, range), Ships - Battleships & Carriers (attack),
Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports & Subs
(attack)

Austria = Citizens & Fishing Boats (attack, cost), Civ - Economy (hunting &
foraging), Civ - General (conversion resistance), Field Cannon & Anti-Tank
Guns (armor, build time, hit points)

England = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (cost, range), Civ - Economy (fishing, gold), Infantry - Ranged (hit
points, range), Ships - Battleships & Carriers (attack, build time), Siege
Weapons & Mobile AA (hit points, rate of fire)

Franks = Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy (gold,
wood), Civ - General (conversion resistance), Religion - Prophets (cost,
range), Siege Weapons & Mobile AA (attack, hit points)

Kingdom of Italy = Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (stone), Civ - General
(mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
(hit points, range, speed), Ships - Frigates & Cruisers (attack)

Ottoman Empire = Citizens & Fishing Boats (build time, speed), Civ - Economy
(farming, stone), Civ - General (pop cap), Field Cannon & Anti-Tank Guns
(build time, cost), Religion - Priests (cost, hit points)

Spain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers
(range), Civ - Economy (farming, iron), Civ - General (mountain combat),
Infantry - Ranged (attack, build time, hit points), Religion - Priests (hit
points, range), Ships - Galleys, Transports & Subs (attack, cost, hit points)

France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
& Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)

Germany = Aircraft - Bombers (cost, flight time), Aircraft - Fighters
(attack, build time, hit points), Citizens & Fishing Boats (cost, hit
points), Civ - Economy (stone), Ships - Galleys, Transports & Subs (attack,
hit points, range), Tanks (armor, attack, hit points)

Great Britain = Aircraft - Fighters (build time, cost, range), Citizens &
Fishing Boats (speed), Civ - Buildings, Walls & Towers (attack, build time,
range), Civ - Economy (gold, hunting & foraging), Field Cannon & Anti-Tank
Guns (attack, hit points, speed), Ships - Frigates & Cruisers (build time,
hit points, speed)

Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ -
Economy (farming, stone), Civ - General (conversion resistance), Field Cannon
& Anti-Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons
& Mobile AA (attack, hit points, rate of fire)

Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
(cost), Siege Weapons & Mobile AA (area damage, range), Tanks (armor, range)

United States = Aircraft - Bombers (attack, flight time, speed), Aircraft -
Fighters (flight time, range), Citizens & Fishing Boats (attack, speed),
Civ - Buildings, Walls & Towers (build time, cost), Civ - Economy (gold,
iron), Civ - General (pop cap), Ships - Battleships & Carriers (hit points,
range), Tanks (cost)

China = Aircraft - Fighters (cost), Citizens & Fishing Boats (cost), Civ -
Economy (farming), Civ - General (pop cap), Field Cannon & Anti-Tank Guns
(armor, cost, hit points), Ships - Galleys, Transports & Subs (attack), Tanks
(attack) Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ -
Buildings, Walls & Towers (hit points, range), Civ - Economy (wood), Siege
Weapons & Mobile AA (hit points, range, rate of fire)

Rebel Forces = Aircraft - Bombers (hit points, speed), Citizens & Fishing
Boats (build time, range), Civ - Buildings, Walls & Towers (hit points),
Civ - Economy (iron), Civ - General (mountain combat), Infantry - Ranged
(attack, range), Tanks (attack, range)

Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
(pop cap), Infantry - Ranged (armor, speed), Tanks (build time, speed)

Korea = Aircraft - Fighters (attack, hit points), Civ - Economy (gold), Civ -
General (mountain combat), Field Cannon & Anti-Tank Guns (build time),
Infantry - Ranged (armor, hit points), Siege Weapons & Mobile AA (range, rate
of fire), Tanks (attack)

Civilization Specific Powers

For the WWII epoch, these civilizations have these powers:

Assyrian Empire = Slavery (I-XV)
Babylon = Priest Towers (I-XV)
Byzantine Rome = Insurance (I-XV)
Carthage = Pathfinding (I-XV)
Kingdom of Israel = Emissaries (I-XV)
Austria = Adaptation (III-XV)
England = Exploration (I-XV)
Kingdom of Italy = Metallurgy (I-XV)
Ottoman Empire = Expansionism (I-XV)
France = Camouflage (I-XV)
Germany = Bundeswehr (IX-XII)
Great Britain = SAS Commando (X-XV)
Italy = Paratroopers (XI-XV)
Russia = Advanced Mining (I-XV)
United States = Market (X-XV)
China = Just In Time Manufacturing (I-XV)
Rebel Forces = Cloaking (I-XV)
Korea = Fanaticism (I-XV) 
  

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XX    XX IIIII IIIII        |
 XX  XX   III   III         |
  XXXX    III   III         | 2XII Modern
 XX  XX   III   III         |
XX    XX IIIII IIIII        |
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Analysis

The modern era of warfare takes hold. Planes, Tanks, Submarines, and newer
units as well. Warfare has become very devastating and more complicated than
before. There are 3 fronts of land, sea, and air now to contend with. Each
front has its own challenges as well. Units also become more specialized with
units for attacking specific types of targets (gameplay-wise at least). Air
fighters are for attacking air targets while fighter/bombers attack air and
ground while bombers attack only ground. For Civilization Specific Powers,
Germany loses the Bundeswehr ability after this epoch. In the air, get used
to the fighter and atomic bomber combo but the fighter may get replaced by
the Helicopter now depending on the player's taste. In the water, Carriers
with Nautilus Subs are now a common sight with possibly some Trident
Submarines hanging around for protection now. On the ground, Observation
Balloons as spotters for artillery and some ranged infantry units. Tanks now
provide support for artillery and the Flak Halftrak for defense against air
attacks. Getting a bit much to keep track of yet? Wait until next epoch with
the advent of cybers.

Economy

Wood is needed in this epoch but is becoming less needed overall. Food is
starting to become obsolete but is still needed in the beginning for Citizens
and Infantry plus epoching up. Wood is needed for boats, farming, and
buildings. Gold is needed as well. Iron is needed as much as gold now. With
air warfare, walls and towers are becoming much less important but can still
be helpful on many maps. With the advent of artillery that can fire over
walls though, the wall security of yesteryear is not as good. Iron and gold
are the big necessities now and until the end of time (the last epoch ends in
? but starts in 2200).

Remember too, more options means you need more resources.

Unit resource breakdowns:

120mm AT Gun = gold & wood
A-10 (Warthog) Anti-Tank Plane = gold & iron
Artillery = iron & wood
B-2 (Stealth) Bomber = gold & iron
B-52 Atomic Bomber = gold & iron
Battleship - Bismarck = gold & wood
Bazooka = food & gold
Canine Scout = food
Carrier - Enterprise = gold & wood
Citizen = food
Cruiser - Dardo = gold & wood
F-117 Fighter/Bomber = gold & iron
F-14 - Carrier Plane = gold & iron
F-15 Fighter = gold & iron
Fishing Boat - Trawler = wood
Flak Halftrak = food & iron
Flame Thrower = food & gold
Frigate - Warrington = iron & wood
Heavy Mortar = food & gold
Helicopter AT (Anti-Tank) = gold & iron
Helicopter Gunship = gold & iron
Helicopter Transport = gold & iron
Howitzer Cannon = iron & wood
Leopard Tank = food & iron
M1 Tank = food & iron
Machine Gun = food & iron
Marine = food & iron
Medic - Atomic = food & gold
Nautilus Submarine = iron & wood
Observation Balloon = gold & wood
Priest = food & gold
Prophet = food & gold
Sea King Helicopter = gold & iron
Sniper = food & gold
Stinger Soldier = food & gold
Transport - Atomic = wood
Trident Submarine = gold & iron

Building resource breakdowns

88mm AA Gun = gold & wood
Airport = wood
Barracks = wood
Dock = wood
Farm = wood
Fortress = wood
Granary = wood
Hospital = stone & wood
House = stone & wood
Naval Yard = wood
Settlement = wood
Siege Factory = wood
Tank Factory = wood
Temple = stone & wood
Tower = stone
University = stone & wood
Wall/Gate = stone

Wonders can also be built (see here for description)

Coliseum = gold & stone & wood
Ishtar Gates = iron & stone & wood
Library of Alexandria = gold & stone & wood
Pharos Lighthouse = iron & stone & wood
Temple of Zeus = iron & stone & wood
Tower of Babylon = gold & stone & wood 

To start out, you'll need a couple Citizens which you should start out with.
Next objective is to build a Settlement Town Center then Capitol as needed.
To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
the Settlement. After 10 Citizens populate a Town Center it becomes a
Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
or a Capitol (but not a Settlement) you can produce more Citizens or even the
Canine Scout which can go through trees and makes a decent unit to "see what
the Joneses are up to". Got to keep up with those Joneses you know.

Also, try to keep a Settlement, Town Center or Capitol near resources so that
the resources are gathered faster. Don't make the citizens have to walk too
far.

In this epoch starts something that may be confusing to some. The Observation
Balloon is built at the Town Center and Capitol. The icon for this is which
looks the same as an upgrade icon. It is a unit though and not an upgrade. It
is located at the right side AFTER the upgrades. The Observation Balloon is a
great asset for scouting. It helps to provide a line of sight for artillery
pieces and other long range units as well as a scout unit.

Next is the house. The house makes your units stronger and more durable
within range of the house. Houses help improve your defenses. Town Centers
and Capitols also provide defensive bonuses as well.

There are two upgrades in this epoch. The first is Hydraulic Mining which
increases gold production. The second is Basic Oxygen Furnace which increases
iron production. Get both when possible.

Towers, Walls & Gates (defense)



*** After you get your economy going with food and wood
production/collection, you'll want to start thinking about your defensive and
military options. For defense, you need to make a choice between weaker
wooden palisades, which are easier to make but not as durable, or the more
durable stone variety. Unless tapped for stone, I recommend the stone
defenses. In a pinch though use the wooden palisades. Remember also that wood
burns and there is the Prophet's Fire Storm. The ability to create a gate
from 5 inline walls exists. Walls should be used to slow down the enemy and
are fairly quick and inexpensive to build. Walls can't fight back like Towers
can but do serve well to slow down an enemy from getting to a place you don't
want them to be. Also take note, trees and other obstacles make great
boundaries for your village, town, and eventual (hopefully) prosperous city.
Also note that Carthage's Pathfinding* ability negates this boundary strategy
in The Art of Conquest Expansion.

Priests/Prophets

In all epochs, the Priests and Prophets are made at the Temple. The safeguard
against Priests is the University. Units within range of a University can not
be converted by Priests. Prophets can not do their 'voodoo' around a temple
so there is protection against Prophets if you plan out making Temples for
protection. Priests work well as defense now since the Universities your
opponent probably has up cancel out any attack abilities. They are nice as
defense though because the enemy comes into your camp and you get new units
(even over your Pop Cap). The Prophet is still as useful as ever. Launch some
of those 'voodoo' whoodoos when the opportunity arises then go back and
recharge afterwards.

There is one upgrades available in the Atomic - Modern Epoch. Religious
Resurgance increases Priest hit points.

Military

Heroes

Dennis St. Albans is the Warrior Hero. RW Bresden is the Strategist Hero. See
chapter XI in the Empire Earth manual for more information on heroes.

Airport

This is a very powerful building that produces powerful units. Fighters help
keep the skies clean and bombers massively blow stuff up. Planes are fragile
units but are also very devastating as well. There are four types of planes
available but now there are helicopters thrown in as well. The first plane is
the F-15 Fighter which rules the air. The next plane is the F-117 (Stealth)
fighter/bomber which can attack land and air but is not as damaging at either
attack as the fighter or bomber are. Next is another type of plane, the A-10
(Warthog). And next is the B-2 (Stealth) Bomber which blows up ground units
but can't fight against air units. Finally is the new REALLY devastating
plane, the B-52 Atomic Bomber , be sure to watch the mushroom cloud of this
one.

You'll know this one by the gigantic flash of light beforehand. Kaboom!

Next comes the helicopters. Helicopters repair when hovering over an airport
but don't have to refuel like planes do. Therefore helicopters make great
raiding units. First is the Sea King which is great against submarines. Next
is the Helicopter Transport which transports units. Next is the Helicopter
Anti-Tank. And finally, the Helicopter Gunship.

If coming from the previous epoch (XI) then you'll need to really upgrade
again. The P-51 (Mustang) to the F-15, the ME262 to the F-117, the B-17 to
the B-2, the B-29 to the B-52, the Typhoon to the A-10 (Warthog).

Barracks

The first Barracks unit is the Marine. Next is the Bazooka. Next would be
the Sniper which is a sniper unit (one shot = 1 kill against infantry units).
Another unit is the Heavy Mortar. Next is the Machine Gun (yet another
ranged infantry unit). Another is the Flame Thrower. Next is the Stinger
Soldier. And finally, the useful Medic which heals units on the go instead
of units having to go to the Hospital all the time (room service). Also, if
you noticed a large poster that shipped with the game, there is a unit
relationship chart included. Learn the unit relationships for better
gameplay. In this epoch, things change a bit from previous epochs. It is a
good idea to build several of each type to be prepared for any attack. You
need to make the decision though of which road to take. Also, don't forget
the improvements to hit points, speed, range and such. Improved units usually
slaughter unimproved units. Improvements and upgrades give the advantage. If
coming from the Atomic - WWII Epoch (XI) then you will need to upgrade the
Trench Mortar to the Heavy Mortar.

Dock

Note that in The Art of Conquest Expansion, you need to be using a water map
and not a space map to use the water. Running low on food? Try building a few
Fishing Boats to pick up some extra food. Do you want to storm the beaches of
another island? Try building some Transports to carry your land troops across
the water. Next you have a full range of ships available to build but like
other units, there are unit relationships where one unit has an advantage
against another while having a weakness against another. The Battleship
really shines out of all the ships to be built. Frigates have an attack
against Submarines but are weak against Battleships. Another unit is the
Cruiser which can attack air units such as the balloon. Battleships will
usually be the main unit of your navy though because they are pretty durable
but are also a bit expensive.

Naval Yard

The Naval Yard produces the 'exotic' navy items of Submarines and Carriers.
One is the Nautilus Submarine which is excellent against ships and boats.
Another Submarine is the Trident Submarine which launches a 'cruise-type'
missile that attacks land targets. Submarines are at a big disadvantage
against the Frigate and Sea King Helicopter however. The other item is the
Enterprise Carrier which produces F-14 Planes which are fighter/bomber planes
that attack land, sea and air targets. Corsairs combined with the Carriers
mobility on water means trouble. Basically, the carrier is a mobile airfield
that can support up to 15 F-14 Fighter/Bomber type planes. Land planes at the
Airport can NOT land on carriers since land planes are not designed for use
on Carriers and Carrier Planes (F-14s) can NOT land at Airports. There is
also a helicopter that can be produced here as well as at the Airport, the
Sea King Helicopter which attacks subs. If coming from the Atomic - WWII
Epoch (XI) you will need to upgrade the U-Boat to the Nautilus, and the
Corsair to the F-14.

Siege Factory

The first unit is the 120mm AT Gun. The next is the Howitzer Cannon. And
finally the Artillery. The 120mm Anti-Tank Gun is good against Tanks. The
Howitzer is a wall crusher. And the Artillery is another wall crusher. It is
open to your style of play as to how you wish to attack your opponent's
defenses. Siege weapons are to take out or bypass enemy defenses. A common
tactic is to combine these units with Tanks so the Tanks provide protection
for the fragile but very damaging cannons. If coming from the Atomic - WWII
Epoch (XI) then you will need to upgrade from 57mm AT Gun to the 120mm AT Gun.

Tank Factory

Tanks are slow but durable attack weapons. The first Tank is the M1 Tank
which is a heavy Tank. The second Tank is the Leopard Tank which is an anti-
infantry Tank. The last unit is the Flak Halftrak which is a must have
against an enemy using air units like fighters and bombers. Flak Halftrak are
mobile Anti-Air (AA) units. If coming from the WWII Epoch (XI) you will need
to upgrade the Sherman to the M1 Tank, and the Panzer Tank to the Leopard
Tank.

Support Buildings

Anti-Aircraft Artillery

The 88mm (millimeter) Anti-Aircraft Gun is an immobile ground based defense
against aircraft.

Fortress

Ever think about getting a bunch of units ahead so that you don't have to
wait around to build units after an enemy starts invading the crap out of you
non stop? With Fortresses, you can stockpile pre-built armies so that you can
in essence build over your Pop Cap. All units stored inside a Fortress do not
count against your Pop Cap so you can then build more units. If you are at or
over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
day. As your outside units start getting slaughtered, just pull units out of
the Fortress(es). Instant pre-built reserves. You need to protect these
structures though, because if they are destroyed while you are at your Pop
Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
are automatically jettisoned from the building on a last in - first out
basis).

Granary

 Granaries are needed to make farms. If placed well, one Granary can plant
the seeds for 8 farms all around it. There is also an option on the Granary
to replant farms should any be destroyed. Farms have PILES of food and can
also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
populate a Granary, the size of the Granary increases. Each Citizen
populating a Granary (up to 8) helps to increase food production.

There is one upgrade in this epoch. Pesticides increase farming.

Hospital

Hospitals help heal your units when they get hurt in battle. Within a certain
range of a Hospital, units start healing (shown with a green dot graphic).
You should probably place a Hospital just behind the lines so that it doesn't
get destroyed but also so that it is easier to get to for your hurt units.

There is one upgrade at the Hospital in this epoch. MRI increases the
Hospital's heal rate and range.

University

The University is for advanced research projects.

There is only one upgrade at the University this epoch. Building Codes
increase buildings' hit points.

Civilizations and their bonuses (bonuses vary between different
versions/updates)

Note: How to determine which bonuses are right for you? Look at how you plan
to play the battle. If you plan on walling yourself in then the Civ - Economy
(stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
Economy (gold) bonuses are the way to go. Each civilization has its
advantages and disadvantages throughout each epoch and each map type. Island
maps will require ships and ships require wood, gold, and iron so not only
the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
There is no perfect civilization and even picking a civilization that may
seem 'handicapped' usually does not decide a game's fate same as picking a
seemingly advantaged civilization does not decide either, but it can help if
facing a similar opponent and any edge you can get over some one else is a
good thing I feel. The nice part of Empire Earth is that the game structure
allows for miscalculations without any severe penalties. The other player's
Ships may have better range but yours are faster so the range advantage is
not very useful now because with the speed, the shots now miss most of the
time. There is always a counter for everything available. Improvements give
an advantage to a certain area. Also, the beginning civilization bonuses give
an early advantage and a later advantage as well. Even though you may start
out with a civilization bonus of Infantry - Ranged (range) you can still
improve that range more with the unit improvement feature. So you start out
with +2 but then improve twice more at +2 each time so now the range is +6
whereas your opponent can only upgrade range twice and didn't have the
starting Infantry - Ranged (range) bonus so can only get to a +4 range.
However, his civilization started out with a Citizens & Fishing Boats (speed)
bonus so he can therefore get more resources faster. More resources = faster
and larger army production. See how that works?

Also, a breakdown on how the bonus system can be applied to units.

Aircraft - Bombers = B-2 & B-52 & A-10
Aircraft - Fighters = F-15 Fighter & F-117 Fighter/Bomber & F-14
           Fighter/Bomber
Aircraft - Helicopters = Sea King Helicopter & Helicopter Transport &
Helicopter Anti-Tank & Helicopter Gunship
Civ - Building, Walls & Towers = defensive bonuses & 88mm AA Gun
Field Cannon & Anti-Tank Guns = 120mm AT Gun & Bazooka
Infantry - Ranged = Marine & Sniper & Heavy Mortar & Machine Gun
Religion - Priests = Priest & Medic - Atomic
Religion - Prophets = Prophet
Ships - Battleships & Carriers = Battleship - Bismarck & Carrier - Enterprise
Ships - Frigates & Cruisers = Frigate - Warrington & Cruiser - Dardo
Ships - Galleys, Transports & Subs = Transport - Atomic & Nautilus Submarine
& Trident Submarine
Siege Weapons & Mobile AA = Howitzer & Artillery & Flak Halftrak & Flame
Thrower & Stinger Soldier
Tanks = M1 Tank & Leopard Tank
Economy bonuses are always good as are Citizen bonuses too. 
 Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
hunting & foraging), Civ - General (conversion resistance), Ships - Frigates
& Cruisers (attack, range), Siege Weapons & Mobile AA (attack, cost, rate of
fire)

Assyrian Empire = Citizens & Fishing Boats (range), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (farming, hunting & foraging),
Civ - General (pop cap)

Babylon = Citizens & Fishing Boats (hit points), Civ - Buildings, Walls &
Towers (range), Civ - Economy (stone, wood), Religion - Prophets (range, speed)

Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
(pop cap), Infantry - Ranged (range, speed), Ships - Battleships & Carriers
(attack, build time)

Carthage = Citizens & Fishing Boats (cost), Civ - Economy (fishing, stone),
Civ - General (mountain combat), Infantry - Ranged (armor, cost), Ships -
Galleys, Transports & Subs (cost, range)

Kingdom of Israel = Citizens & Fishing Boats (build time), Civ - Economy
(fishing, iron), Religion Priests (build time, cost, hit points), Religion -
Prophets (hit points, range), Ships - Battleships & Carriers (attack),
Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports & Subs
(attack)

Austria = Citizens & Fishing Boats (attack, cost), Civ - Economy (hunting &
foraging), Civ - General (conversion resistance), Field Cannon & Anti-Tank
Guns (armor, build time, hit points)

England = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (cost, range), Civ - Economy (fishing, gold), Infantry - Ranged (hit
points, range), Ships - Battleships & Carriers (attack, build time), Siege
Weapons & Mobile AA (hit points, rate of fire)

Franks = Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy (gold,
wood), Civ - General (conversion resistance), Religion - Prophets (cost,
range), Siege Weapons & Mobile AA (attack, hit points)

Kingdom of Italy = Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (stone), Civ - General
(mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
(hit points, range, speed), Ships - Frigates & Cruisers (attack)

Ottoman Empire = Citizens & Fishing Boats (build time, speed), Civ - Economy
(farming, stone), Civ - General (pop cap), Field Cannon & Anti-Tank Guns
(build time, cost), Religion - Priests (cost, hit points)

Spain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers
(range), Civ - Economy (farming, iron), Civ - General (mountain combat),
Infantry - Ranged (attack, build time, hit points), Religion - Priests (hit
points, range), Ships - Galleys, Transports & Subs (attack, cost, hit points)

France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
& Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)

Germany = Aircraft - Bombers (cost, flight time), Aircraft - Fighters
(attack, build time, hit points), Citizens & Fishing Boats (cost, hit
points), Civ - Economy (stone), Ships - Galleys, Transports & Subs (attack,
hit points, range), Tanks (armor, attack, hit points)

Great Britain = Aircraft - Fighters (build time, cost, range), Citizens &
Fishing Boats (speed), Civ - Buildings, Walls & Towers (attack, build time,
range), Civ - Economy (gold, hunting & foraging), Field Cannon & Anti-Tank
Guns (attack, hit points, speed), Ships - Frigates & Cruisers (build time,
hit points, speed)

Italy = Aircraft - Helicopters & Balloons (build time, range, speed), Civ -
Buildings, Walls & Towers (attack, build time, range), Civ - Economy
(farming, stone), Civ - General (conversion resistance), Field Cannon & Anti-
Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons &
Mobile AA (attack, hit points, rate of fire)

Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
(cost), Siege Weapons & Mobile AA (area damage, range), Tanks (armor, range)

United States = Aircraft - Bombers (attack, flight time, speed), Aircraft -
Fighters (flight time, range), Aircraft - Helicopters & Balloons (hit
points), Citizens & Fishing Boats (attack, speed), Civ - Buildings, Walls &
Towers (build time, cost), Civ - Economy (gold, iron), Civ - General (pop
cap), Ships - Battleships & Carriers (hit points, range), Tanks (cost)

China = Aircraft - Fighters (cost), Aircraft - Helicopters & Balloons
(attack, build time, hit points), Citizens & Fishing Boats (cost), Civ -
Economy (farming), Civ - General (pop cap), Field Cannon & Anti-Tank Guns
(armor, cost, hit points), Ships - Galleys, Transports & Subs (attack), Tanks
(attack)

Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
Walls & Towers (hit points, range), Civ - Economy (wood), Siege Weapons &
Mobile AA (hit points, range, rate of fire)

Rebel Forces = Aircraft - Bombers (hit points, speed), Citizens & Fishing
Boats (build time, range), Civ - Buildings, Walls & Towers (hit points),
Civ - Economy (iron), Civ - General (mountain combat), Infantry - Ranged
(attack, range), Tanks (attack, range)

Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
(pop cap), Infantry - Ranged (armor, speed), Tanks (build time, speed)

Korea = Aircraft - Fighters (attack, hit points), Civ - Economy (gold), Civ -
General (mountain combat), Field Cannon & Anti-Tank Guns (build time),
Infantry - Ranged (armor, hit points), Siege Weapons & Mobile AA (range, rate
of fire), Tanks (attack)

Civilization Specific Powers

For the Modern epoch, these civilizations have these powers:

Assyrian Empire = Slavery (I-XV)
Babylon = Priest Towers (I-XV)
Byzantine Rome = Insurance (I-XV)
Carthage = Pathfinding (I-XV)
Kingdom of Israel = Emissaries (I-XV)
Austria = Adaptation (III-XV)
England = Exploration (I-XV)
Kingdom of Italy = Metallurgy (I-XV)
Ottoman Empire = Expansionism (I-XV)
France = Camouflage (I-XV)
Germany = Bundeswehr (IX-XII)
Great Britain = SAS Commando (X-XV)
Italy = Paratroopers (XI-XV)
Russia = Advanced Mining (I-XV)
United States = Market (X-XV)
China = Just In Time Manufacturing (I-XV)
Rebel Forces = Cloaking (I-XV)
Korea = Fanaticism (I-XV) 


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Analysis

This is beginning of the era of the Cybers. Warfare has become very
devastating and even more complicated than before. There are 3 fronts of
land, sea, and air now to contend with. Each front has its own challenges as
well. Units also become more specialized with units for attacking specific
types of targets (gameplay-wise at least). Air fighters are for attacking air
targets while fighter/bombers attack air and ground while bombers attack only
ground. And now, with the addition of part of the cyber lineup, even more
specialization is going on. For Civilization Specific Powers, Novaya Russia
gains the ability to use Missile Silos in this epoch. In the air, get used to
the fighter and atomic bomber combo but the fighter may get replaced by the
Helicopter or better yet, the Ares cyber, depending on the player's taste. In
the water, Carriers with Nautilus Subs are now a common sight with possibly
some Trident Submarines hanging around for protection now. On the ground, Spy
Satellites as spotters for artillery and some ranged infantry units. Tanks
now provide support for artillery and the Skywatcher for defense against air
attacks.

Economy

Wood is needed in this epoch but is becoming less needed overall. Food is
needed again with those hungry cyber scientists sucking down the groceries
and also for Citizens and Infantry plus epoching up. Wood is needed for
boats, farming, and buildings. Gold is needed as well. Iron is needed as much
as gold now. With air warfare, walls and towers are becoming much less
important but can still be helpful on many maps. With the advent of artillery
that can fire over walls though, the wall security of yesteryear is not as
good. Iron and gold are the big necessities now and until the end of time
(the last epoch ends in ? but starts in 2200).

Remember too, more options means you need more resources.

Unit resource breakdowns:

A-10 (Warthog) Anti-Tank Plane = gold & iron
Apollo = food & iron
Ares = food & gold
Anti-Missile Battery = gold & iron
Avenger - Carrier Plane = gold & iron
B-122 Wyvern Bomber = gold & iron
Battleship - Leviathan = gold & wood
Canine Scout = food
Carrier - Nexus = gold & wood
Citizen = food
Colossus Artillery = iron & wood
Cruiser - Sagittarian = gold & wood
Fishing Boat - Digital = wood
Frigate - Juggernaut = iron & wood
Furies = food & iron
Gladiator Tank = food & iron
Heavy Mortar = food & gold
Hyperion = food & gold
Jackal Fighter = gold & iron
Medic - Digital = food & gold
Minotaur = food & gold
Nautilus Submarine = iron & wood
Paladin Cannon = iron & wood
Pandora = food & gold
Pegasus Transport = gold & iron
Priest = food & gold
Prophet = food & gold
Reaper Gunship = gold & iron
Sea King Helicopter = gold & iron
Sentinel = food & iron
Skywatcher = food & iron
Spectre AT (Anti-Tank) = gold & iron
Spy Satellite = gold & iron
Stinger Soldier = food & gold
Talon Fighter/Bomber = gold & iron
Tempest = food & iron
Thor AT Gun = gold & wood
Titan Atomic Bomber = gold & iron
Transport - Gargantua = wood
Trident Submarine = gold & iron

Building resource breakdowns

AA Missile Tower = gold & wood
Airport = wood
Barracks = wood
Cyber Factory = wood
Cyber Laboratory = wood
Dock = wood
Farm = wood
Fortress = wood
Granary = wood
Hospital = stone & wood
House = stone & wood
Naval Yard = wood
Settlement = wood
Siege Factory = wood
Tank Factory = wood
Temple = stone & wood
Tower = stone
University = stone & wood
Wall/Gate = stone

Wonders can also be built (see here for description)

Coliseum = gold & stone & wood
Ishtar Gates = iron & stone & wood
Library of Alexandria = gold & stone & wood
Pharos Lighthouse = iron & stone & wood
Temple of Zeus = iron & stone & wood
Tower of Babylon = gold & stone & wood 

To start out, you'll need a couple Citizens which you should start out with.
Next objective is to build a Settlement Town Center then Capitol as needed.
To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
the Settlement. After 10 Citizens populate a Town Center it becomes a
Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
or a Capitol (but not a Settlement) you can produce more Citizens or even the
Canine Scout which can go through trees and makes a decent unit to "see what
the Joneses are up to". Got to keep up with those Joneses you know.

Also, try to keep a Settlement, Town Center or Capitol near resources so that
the resources are gathered faster. Don't make the citizens have to walk too
far.

In this epoch starts something that may be confusing to some. The Spy
Satellite is built at the Town Center and Capitol. The icon for this is which
looks the same as an upgrade icon. It is a unit though and not an upgrade. It
is located at the right side before the upgrades. The Spy Satellite is a
great asset for scouting. It is also the only unit that can go into space
before the Space Epoch (XV). It helps to provide a line of sight for
artillery pieces and other long range units as well as a scout unit.

Next is the house. The house makes your units stronger and more durable
within range of the house. Houses help improve your defenses. Town Centers
and Capitols also provide defensive bonuses as well.

There is one upgrade in this epoch but ONLY in the original Empire Earth.
This upgrade is not available in The Art of Conquest Expansion. Self-
Sufficiency increases hunting and foraging rates.

Towers, Walls & Gates (defense)



*** After you get your economy going with food and wood
production/collection, you'll want to start thinking about your defensive and
military options. For defense, you need to make a choice between weaker
wooden palisades, which are easier to make but not as durable, or the more
durable stone variety. Unless tapped for stone, I recommend the stone
defenses. In a pinch though use the wooden palisades. Remember also that wood
burns and there is the Prophet's Fire Storm. The ability to create a gate
from 5 inline walls exists. Walls should be used to slow down the enemy and
are fairly quick and inexpensive to build. Walls can't fight back like Towers
can but do serve well to slow down an enemy from getting to a place you don't
want them to be. Also take note, trees and other obstacles make great
boundaries for your village, town, and eventual (hopefully) prosperous city.
Also note that Carthage's Pathfinding* ability negates this boundary strategy
in The Art of Conquest Expansion. If coming from the Modern Epoch (XII) you
will need to upgrade from Concrete Towers, Walls, and Gates to Laser Towers,
Walls, and Gates at the Town Center or Capitol.

Priests/Prophets

In all epochs, the Priests and Prophets are made at the Temple. The safeguard
against Priests is the University. Units within range of a University can not
be converted by Priests. Prophets can not do their 'voodoo' around a temple
so there is protection against Prophets if you plan out making Temples for
protection. Priests work well as defense now since the Universities your
opponent probably has up cancel out any attack abilities. They are nice as
defense though because the enemy comes into your camp and you get new units
(even over your Pop Cap). The Prophet is still as useful as ever. Launch some
of those 'voodoo' whoodoos when the opportunity arises then go back and
recharge afterwards.

There is one upgrade available in the Digital Epoch. Virtual Services
increases the Priest's speed.

Military

Heroes

Sergei Molotov is the Warrior Hero. Alexi Septimus is the Strategist Hero.
See chapter XI in the Empire Earth manual for more information on heroes.

Airport

This is a very powerful building that produces powerful units. Fighters help
keep the skies clean and bombers massively blow stuff up. Planes are fragile
units but are also very devastating as well. There are four types of planes
available but now there are helicopters thrown in as well. The first plane is
the Jackal Fighter which rules the air. The next plane is the Talon
Fighter/Bomber which can attack land and air but is not as damaging at either
attack as the fighter or bomber are. Next is another type of plane, the A-10
(Warthog). Next is the B-122 Wyvern Bomber which blows up ground units but
can't fight against air units. Finally is the new REALLY devastating plane,
the Titan Atomic Bomber , be sure to watch the mushroom cloud of this one.

You'll know this one by the gigantic flash of light beforehand. Kaboom!

Next comes the helicopters. Helicopters repair when hovering over an airport
but don't have to refuel like planes do. Therefore helicopters make great
raiding units. First is the Sea King which is great against submarines. Next
is the Pegasus Transport which transports units. Next is the Spectre AT. And
finally, the Reaper Gunship.

If coming from the previous epoch (XII) then you'll need to upgrade the F-15
to the Jackal Fighter, the F-117 to the Talon Fighter/Bomber, the B-2 to the
B-122 Wyvern Bomber, the B-52 to the Titan Atomic Bomber, the Helicopter
Transport to the Pegasus Transport, the Helicopter AT to the Spectre AT, and
the Helicopter Gunship to the Reaper Gunship.

Barracks

The first Barracks unit is the Sentinel. Another unit is the Heavy Mortar.
Next is the Stinger Soldier. And finally, the useful Medic which heals units
on the go instead of units having to go to the Hospital all the time (room
service). Also, if you noticed a large poster that shipped with the game,
there is a unit relationship chart included. Learn the unit relationships for
better gameplay. In this epoch, things change a bit from previous epochs. It
is a good idea to build several of each type to be prepared for any attack.
You need to make the decision though of which road to take. Also, don't
forget the improvements to hit points, speed, range and such. Improved units
usually slaughter unimproved units. Improvements and upgrades give the
advantage. If coming from the Atomic - Modern (XII) then you will need to
upgrade the Medic - Atomic to the Medic - Digital.

Cyber Factory

The Cyber Factory is new to this epoch. This building produces 'basic' cybers
but each cyber has its advantages and disadvantages. See the enclosed Tech
Tree foldout poster for unit relationships (or buy the strategy guide as well
for more detailed listings). The first cyber is the Ares which is an air unit
making it very useful since many units can't fire at air units. The second
cyber is the Pandora. The third is the Hyperion which has the ability to
travel through the water. The last unit (in this epoch at least) is the
Minotaur.

Cyber Laboratory

The Cyber Laboratory produces the 'unique cybers' that have special
abilities. These aren't typical war machines but more 'finesse' machines that
have awesome powers if used properly. Consult the Empire Earth manual for a
description of these powers at the end of chapter VIII (page 118 if you want
a shortcut here). The first cyber (and the first one that should be produced
from here) is the Apollo which is not only an air unit but also 'heals' or
better yet fixes your other cybers. You do want to have a few of these around
when possible. The Apollo also has the Diffraction Shield and Ion Pulse
(another useful weapon) abilities. The next unit is the Furies which is a
robotic Kamikaze unit. Send it off to beat on a wall for a while, and if the
enemy 'kills' it, it will explode as well as the regular damage it caused
from just beating on the wall. It has an attack in addition to Self-Destruct,
so use the attack first, THEN blow it up. You get much more damage that way
out of it. The last unit is the Tempest which has a nasty attack in addition
to its 'Prophet-like' Resonator and Anti-Matter Storm abilities. That sword
of his ain't just for decoration.

Dock

Note that in The Art of Conquest Expansion, you need to be using a water map
and not a space map to use the water. Running low on food? Try building a few
Fishing Boats to pick up some extra food. Do you want to storm the beaches of
another island? Try building some Transports to carry your land troops across
the water. Next you have a full range of ships available to build but like
other units, there are unit relationships where one unit has an advantage
against another while having a weakness against another. The Battleship
really shines out of all the ships to be built. Frigates have an attack
against Submarines but are weak against Battleships. Another unit is the
Cruiser which can attack air units such as the balloon. Battleships will
usually be the main unit of your navy though because they are pretty durable
but are also a bit expensive. If coming from the previous Modern Epoch (XII)
then you will need to upgrade the Fishing Boat - Trawler to the Fishing
Boat - Digital, the Transport - Atomic to the Transport - Gargantua, the
Frigate Warrington to the Frigate - Juggernaut, the Battleship - Bismarck to
the Battleship - Leviathan, and the Cruiser - Dardo to the Cruiser -
Sagittarian.

Naval Yard

The Naval Yard produces the 'exotic' navy items of Submarines and Carriers.
One is the Nautilus Submarine which is excellent against ships and boats.
Another Submarine is the Trident Submarine which launches a 'cruise-type'
missile that attacks land targets. Submarines are at a big disadvantage
against the Frigate and Sea King Helicopter however. The other item is the
Nexus Carrier which produces Avenger Planes which are fighter/bomber planes
that attack land, sea and air targets. Avengers combined with the Carriers
mobility on water means trouble. Basically, the carrier is a mobile airfield
that can support up to 15 Avenger Fighter/Bomber type planes. Land planes at
the Airport can NOT land on carriers since land planes are not designed for
use on Carriers and Carrier Planes (Avengers) can NOT land at Airports. There
is also a helicopter that can be produced here as well as at the Airport, the
Sea King Helicopter which attacks subs. If coming from the Atomic - Modern
Epoch (XII) you will need to upgrade the Carrier - Enterprise to the
Carrier - Nexus, and the F-14 to the Avenger.

Siege Factory

The first unit is the Thor AT Gun. The next is the Paladin Cannon. And
finally the Colossus Artillery. The Thor Anti-Tank Gun is good against
Tanks. The Howitzer is a wall crusher. And the Colossus Artillery is another
wall crusher. It is open to your style of play as to how you wish to attack
your opponent's defenses. Siege weapons are to take out or bypass enemy
defenses. A common tactic is to combine these units with Tanks so the Tanks
provide protection for the fragile but very damaging cannons. If coming from
the Atomic - Modern Epoch (XII) then you will need to upgrade from 120mm AT
Gun to the Thor AT Gun, the Howitzer Cannon to the Paladin Cannon, and the
Artillery to the Colossus Artillery.

Tank Factory

Tanks are slow but durable attack weapons. The only 'tank' now is the
Gladiator Tank. The next unit is the Skywatcher which is a mobile anti-air
unit. The last unit is the Anti-Missile Battery which is very fragile but a
must have unit if facing off against anyone using missile bases since it is
the only unit that can defend against the 'ICBM' type missiles launched from
Missile Bases. If facing off against Novaya Russia then the Anti-Missile
Battery is a must have unit. Otherwise, in random map games, it won't be
needed. Skywatcher are mobile Anti-Air (AA) units. If coming from the Modern
Epoch (XII) you will need to upgrade the M1 Tank to the Gladiator Tank, and
the Flak Halftrak to the Skywatcher.

Support Buildings

Anti-Aircraft Artillery

The AA (Anti-Aircraft) Missile Tower is an immobile ground based defense
against aircraft.

Fortress

Ever think about getting a bunch of units ahead so that you don't have to
wait around to build units after an enemy starts invading the crap out of you
non stop? With Fortresses, you can stockpile pre-built armies so that you can
in essence build over your Pop Cap. All units stored inside a Fortress do not
count against your Pop Cap so you can then build more units. If you are at or
over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
day. As your outside units start getting slaughtered, just pull units out of
the Fortress(es). Instant pre-built reserves. You need to protect these
structures though, because if they are destroyed while you are at your Pop
Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
are automatically jettisoned from the building on a last in - first out
basis).

Granary

 Granaries are needed to make farms. If placed well, one Granary can plant
the seeds for 8 farms all around it. There is also an option on the Granary
to replant farms should any be destroyed. Farms have PILES of food and can
also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
populate a Granary, the size of the Granary increases. Each Citizen
populating a Granary (up to 8) helps to increase food production.

Hospital

Hospitals help heal your units when they get hurt in battle. Within a certain
range of a Hospital, units start healing (shown with a green dot graphic).
You should probably place a Hospital just behind the lines so that it doesn't
get destroyed but also so that it is easier to get to for your hurt units.

There is one upgrade at the Hospital in this epoch. Genetic Engineering
increases the Citizen's and Canine Scout's hit points and the Citizen's
attack values.

University

The University is for advanced research projects.

There is only one upgrade at the University this epoch. Digital Library the
University's range.

Civilizations and their bonuses (bonuses vary between different
versions/updates)

Note: How to determine which bonuses are right for you? Look at how you plan
to play the battle. If you plan on walling yourself in then the Civ - Economy
(stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
Economy (gold) bonuses are the way to go. Each civilization has its
advantages and disadvantages throughout each epoch and each map type. Island
maps will require ships and ships require wood, gold, and iron so not only
the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
There is no perfect civilization and even picking a civilization that may
seem 'handicapped' usually does not decide a game's fate same as picking a
seemingly advantaged civilization does not decide either, but it can help if
facing a similar opponent and any edge you can get over some one else is a
good thing I feel. The nice part of Empire Earth is that the game structure
allows for miscalculations without any severe penalties. The other player's
Ships may have better range but yours are faster so the range advantage is
not very useful now because with the speed, the shots now miss most of the
time. There is always a counter for everything available. Improvements give
an advantage to a certain area. Also, the beginning civilization bonuses give
an early advantage and a later advantage as well. Even though you may start
out with a civilization bonus of Infantry - Ranged (range) you can still
improve that range more with the unit improvement feature. So you start out
with +2 but then improve twice more at +2 each time so now the range is +6
whereas your opponent can only upgrade range twice and didn't have the
starting Infantry - Ranged (range) bonus so can only get to a +4 range.
However, his civilization started out with a Citizens & Fishing Boats (speed)
bonus so he can therefore get more resources faster. More resources = faster
and larger army production. See how that works?

Also, a breakdown on how the bonus system can be applied to units.

Aircraft - Bombers = B-122 Wyvern & Titan & A-10
Aircraft - Fighters = Jackal Fighter & Talon Fighter/Bomber & Avenger
Fighter/Bomber
Aircraft - Helicopters = Sea King Helicopter & Pegasus Transport & Spectre AT
& Reaper Gunship
Civ - Building, Walls & Towers = defensive bonuses & AA Missile Tower
Cybers - Combat = Ares & Hyperion & Minotaur & Pandora
Cybers - Ultra = Apollo & Furies & Tempest
Field Cannon & Anti-Tank Guns = Thor AT Gun
Infantry - Ranged = Sentinel & Heavy Mortar
Religion - Priests = Priest & Medic - Digital
Religion - Prophets = Prophet
Ships - Battleships & Carriers = Battleship - Leviathan & Carrier - Nexus
Ships - Frigates & Cruisers = Frigate - Juggernaut & Cruiser - Sagittarian
Ships - Galleys, Transports & Subs = Transport - Gargantua & Nautilus
Submarine & Trident Submarine
Siege Weapons & Mobile AA = Paladin Cannon & Colossus Artillery & Skywatcher
& Stinger Soldier
Tanks = Gladiator Tank
Economy bonuses are always good as are Citizen bonuses too. 

Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
hunting & foraging), Civ - General (conversion resistance), Ships - Frigates
& Cruisers (attack, range), Siege Weapons & Mobile AA (attack, cost, rate of
fire)

Assyrian Empire = Citizens & Fishing Boats (range), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (farming, hunting & foraging),
Civ - General (pop cap)

Babylon = Citizens & Fishing Boats (hit points), Civ - Buildings, Walls &
Towers (range), Civ - Economy (stone, wood), Religion - Prophets (range, speed)

Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
(pop cap), Infantry - Ranged (range, speed), Ships - Battleships & Carriers
(attack, build time)

Carthage = Citizens & Fishing Boats (cost), Civ - Economy (fishing, stone),
Civ - General (mountain combat), Infantry - Ranged (armor, cost), Ships -
Galleys, Transports & Subs (cost, range)

Kingdom of Israel = Citizens & Fishing Boats (build time), Civ - Economy
(fishing, iron), Religion Priests (build time, cost, hit points), Religion -
Prophets (hit points, range), Ships - Battleships & Carriers (attack),
Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports & Subs
(attack)

Austria = Citizens & Fishing Boats (attack, cost), Civ - Economy (hunting &
foraging), Civ - General (conversion resistance), Field Cannon & Anti-Tank
Guns (armor, build time, hit points)

England = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (cost, range), Civ - Economy (fishing, gold), Infantry - Ranged (hit
points, range), Ships - Battleships & Carriers (attack, build time), Siege
Weapons & Mobile AA (hit points, rate of fire)

Franks = Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy (gold,
wood), Civ - General (conversion resistance), Religion - Prophets (cost,
range), Siege Weapons & Mobile AA (attack, hit points)

Kingdom of Italy = Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (stone), Civ - General
(mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
(hit points, range, speed), Ships - Frigates & Cruisers (attack)

Ottoman Empire = Citizens & Fishing Boats (build time, speed), Civ - Economy
(farming, stone), Civ - General (pop cap), Field Cannon & Anti-Tank Guns
(build time, cost), Religion - Priests (cost, hit points)

Spain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers
(range), Civ - Economy (farming, iron), Civ - General (mountain combat),
Infantry - Ranged (attack, build time, hit points), Religion - Priests (hit
points, range), Ships - Galleys, Transports & Subs (attack, cost, hit points)

France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
& Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)

Germany = Aircraft - Bombers (cost, flight time), Aircraft - Fighters
(attack, build time, hit points), Citizens & Fishing Boats (cost, hit
points), Civ - Economy (stone), Ships - Galleys, Transports & Subs (attack,
hit points, range), Tanks (armor, attack, hit points)

Great Britain = Aircraft - Fighters (build time, cost, range), Citizens &
Fishing Boats (speed), Civ - Buildings, Walls & Towers (attack, build time,
range), Civ - Economy (gold, hunting & foraging), Field Cannon & Anti-Tank
Guns (attack, hit points, speed), Ships - Frigates & Cruisers (build time,
hit points, speed)

Italy = Aircraft - Helicopters & Balloons (build time, range, speed), Civ -
Buildings, Walls & Towers (attack, build time, range), Civ - Economy
(farming, stone), Civ - General (conversion resistance), Field Cannon & Anti-
Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons &
Mobile AA (attack, hit points, rate of fire)

Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
(cost), Siege Weapons & Mobile AA (area damage, range), Tanks (armor, range)

United States = Aircraft - Bombers (attack, flight time, speed), Aircraft -
Fighters (flight time, range), Aircraft - Helicopters & Balloons (hit
points), Citizens & Fishing Boats (attack, speed), Civ - Buildings, Walls &
Towers (build time, cost), Civ - Economy (gold, iron), Civ - General (pop
cap), Ships - Battleships & Carriers (hit points, range), Tanks (cost)

China = Aircraft - Fighters (cost), Aircraft - Helicopters & Balloons
(attack, build time, hit points), Citizens & Fishing Boats (cost), Civ -
Economy (farming), Civ - General (pop cap), Cybers - Ultra (armor, build
time, hit points), Field Cannon & Anti-Tank Guns (armor, cost, hit points),
Ships - Galleys, Transports & Subs (attack), Tanks (attack)

Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
Walls & Towers (hit points, range), Civ - Economy (wood), Cybers - Combat
(attack, range, speed), Cybers - Ultra (cost, hit points, speed), Siege
Weapons & Mobile AA (hit points, range, rate of fire)

Rebel Forces = Aircraft - Bombers (hit points, speed), Citizens & Fishing
Boats (build time, range), Civ - Buildings, Walls & Towers (hit points),
Civ - Economy (iron), Civ - General (mountain combat), Cybers - Combat (hit
points, range), Infantry - Ranged (attack, range), Tanks (attack, range)

Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
(pop cap), Cybers - Combat (build time, cost), Cybers - Ultra (cost),
Infantry - Ranged (armor, speed), Tanks (build time, speed)

Korea = Aircraft - Fighters (attack, hit points), Civ - Economy (gold), Civ -
General (mountain combat), Cybers - Combat (attack), Field Cannon & Anti-Tank
Guns (build time), Infantry - Ranged (armor, hit points), Siege Weapons &
Mobile AA (range, rate of fire), Tanks (attack)


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Analysis

Warfare has become very devastating and even more complicated than before.
There are 3 fronts of land, sea, and air now to contend with. Each front has
its own challenges as well. Units also become more specialized with units for
attacking specific types of targets (gameplay-wise at least). Air fighters
are for attacking air targets while fighter/bombers attack air and ground
while bombers attack only ground. And now, with the addition of all of the
cyber lineup, even more specialization is going on. In the air, get used to
the fighter and atomic bomber combo but the fighter may get replaced by the
Helicopter or better yet, the Ares II cyber, depending on the player's taste.
In the water, Carriers with Hammerhead Subs are now a common sight with
possibly some Triton Submarines hanging around for protection now. On the
ground, Spy Satellites as spotters for artillery and some ranged infantry
units. Tanks now provide support for artillery and the Skywatcher for defense
against air attacks. This is the last epoch of the Empire Earth game. The Art
of Conquest Expansion added a fifteenth epoch later on.

Economy

Wood is needed in this epoch but is becoming less needed overall. Food is
needed again with those hungry cyber scientists sucking down the groceries
and also for Citizens and Infantry plus epoching up. Wood is needed for
boats, farming, and buildings. Gold is needed as well. Iron is needed as much
as gold now. With air warfare, walls and towers are becoming much less
important but can still be helpful on many maps. With the advent of artillery
that can fire over walls though, the wall security of yesteryear is not as
good. Iron and gold are the big necessities now and until the end of time
(the last epoch ends in ? but starts in 2200).

Remember too, more options means you need more resources.

Unit resource breakdowns:

Apollo = food & iron
Ares II = food & gold
Anti-Missile Battery = gold & iron
Avenger - Carrier Plane = gold & iron
B-122 Wyvern Bomber = gold & iron
Battleship - Leviathan = gold & wood
Canine Scout = food
Carrier - Nexus = gold & wood
Centurion Tank = food & iron
Citizen = food
Colossus Artillery = iron & wood
Cruiser - Sagittarian = gold & wood
Fishing Boat - Digital = wood
Frigate - Juggernaut = iron & wood
Furies = food & iron
Guardian = food & iron
Hades = food & iron
Hammerhead Submarine = iron & wood
Heavy Mortar = food & gold
Hercules AT Gun = gold & wood
Hyperion II = food & gold
Medic - Digital = food & gold
Minotaur II = food & gold
Nebula Fighter = gold & iron
Paladin Cannon = iron & wood
Pandora II = food & gold
Pegasus Transport = gold & iron
Phoenix Fighter/Bomber = gold & iron
Poseidon = food & iron
Priest = food & gold
Prophet = food & gold
Reaper Gunship = gold & iron
Sea King II Helicopter = gold & iron
Skywatcher = food & iron
Spectre AT (Anti-Tank) = gold & iron
Spy Satellite = gold & iron
Stinger Soldier = food & gold
Tempest = food & iron
Titan Atomic Bomber = gold & iron
Transport - Gargantua = wood
Triton Submarine = gold & iron
Zeus = food & gold

Building resource breakdowns

AA Missile Tower = gold & wood
Airport = wood
Barracks = wood
Cyber Factory = wood
Cyber Laboratory = wood
Dock = wood
Farm = wood
Fortress = wood
Granary = wood
Hospital = stone & wood
House = stone & wood
Naval Yard = wood
Settlement = wood
Siege Factory = wood
Tank Factory = wood
Temple = stone & wood
Tower = stone
University = stone & wood
Wall/Gate = stone

Wonders can also be built (see here for description)

Coliseum = gold & stone & wood
Ishtar Gates = iron & stone & wood
Library of Alexandria = gold & stone & wood
Pharos Lighthouse = iron & stone & wood
Temple of Zeus = iron & stone & wood
Tower of Babylon = gold & stone & wood 

To start out, you'll need a couple Citizens , or * which you should start out
with. Next objective is to build a Settlement Town Center then Capitol as
needed. To upgrade from a Settlement to a Town Center requires 5 Citizens to
populate the Settlement. After 10 Citizens populate a Town Center it becomes
a Capitol. Adding more citizens adds a bigger morale bonus. From a Town
Center or a Capitol (but not a Settlement) you can produce more Citizens or
even the Canine Scout which can go through trees and makes a decent unit to
"see what the Joneses are up to". Got to keep up with those Joneses you know.

Also, try to keep a Settlement, Town Center or Capitol near resources so that
the resources are gathered faster. Don't make the citizens have to walk too
far.

In this epoch starts something that may be confusing to some. The Spy
Satellite is built at the Town Center and Capitol. The icon for this is which
looks the same as an upgrade icon. It is a unit though and not an upgrade. It
is located at the right side before the upgrades. The Spy Satellite is a
great asset for scouting. It is also the only unit that can go into space
before the Space Epoch (XV). It helps to provide a line of sight for
artillery pieces and other long range units as well as a scout unit.

Next is the house. The house makes your units stronger and more durable
within range of the house. Houses help improve your defenses. Town Centers
and Capitols also provide defensive bonuses as well.

There are two upgrades in this epoch. The first is Atom Manipulation which
increases gold production. The other is Core Mining which increases iron.

Towers, Walls & Gates (defense)



*** After you get your economy going with food and wood
production/collection, you'll want to start thinking about your defensive and
military options. For defense, you need to make a choice between weaker
wooden palisades, which are easier to make but not as durable, or the more
durable stone variety. Unless tapped for stone, I recommend the stone
defenses. In a pinch though use the wooden palisades. Remember also that wood
burns and there is the Prophet's Fire Storm. The ability to create a gate
from 5 inline walls exists. Walls should be used to slow down the enemy and
are fairly quick and inexpensive to build. Walls can't fight back like Towers
can but do serve well to slow down an enemy from getting to a place you don't
want them to be. Also take note, trees and other obstacles make great
boundaries for your village, town, and eventual (hopefully) prosperous city.
Also note that Carthage's Pathfinding* ability negates this boundary strategy
in The Art of Conquest Expansion.

Priests/Prophets

In all epochs, the Priests and Prophets are made at the Temple. The safeguard
against Priests is the University. Units within range of a University can not
be converted by Priests. Prophets can not do their 'voodoo' around a temple
so there is protection against Prophets if you plan out making Temples for
protection. Priests work well as defense now since the Universities your
opponent probably has up cancel out any attack abilities. They are nice as
defense though because the enemy comes into your camp and you get new units
(even over your Pop Cap). The Prophet is still as useful as ever. Launch some
of those 'voodoo' whoodoos when the opportunity arises then go back and
recharge afterwards.

There is one upgrade available in the Nano Epoch. Mind Control increases the
Priest's recharge rate (power).

Military

Heroes

Cyborg Molotov is the Warrior Hero. Molly Ryan is the Strategist Hero. See
chapter XI in the Empire Earth manual for more information on heroes.

Airport

This is a very powerful building that produces powerful units. Fighters help
keep the skies clean and bombers massively blow stuff up. Planes are fragile
units but are also very devastating as well. There are four types of planes
available but now there are helicopters thrown in as well. The first plane is
the Nebula Fighter which rules the air. The next plane is the Phoenix
Fighter/Bomber which can attack land and air but is not as damaging at either
attack as the fighter or bomber are. Next is the B-122 Wyvern Bomber which
blows up ground units but can't fight against air units. Finally is the new
REALLY devastating plane, the Titan Atomic Bomber , be sure to watch the
mushroom cloud of this one.

You'll know this one by the gigantic flash of light beforehand. Kaboom!

Next comes the helicopters. Helicopters repair when hovering over an airport
but don't have to refuel like planes do. Therefore helicopters make great
raiding units. First is the Sea King II which is great against submarines.
Next is the Pegasus Transport which transports units. Next is the Spectre AT
. And finally, the Reaper Gunship.

If coming from the previous epoch (XIII) then you'll need to upgrade the
Jackal Fighter to the Nebula Fighter, the Talon to the Phoenix
Fighter/Bomber, and the Sea King to the Sea King II Helicopter.

Barracks

The first Barracks unit is the Guardian. Another unit is the Heavy Mortar.
Next is the Stinger Soldier. And finally, the useful Medic which heals units
on the go instead of units having to go to the Hospital all the time (room
service). Also, if you noticed a large poster that shipped with the game,
there is a unit relationship chart included. Learn the unit relationships for
better gameplay. In this epoch, things change a bit from previous epochs. It
is a good idea to build several of each type to be prepared for any attack.
You need to make the decision though of which road to take. Also, don't
forget the improvements to hit points, speed, range and such. Improved units
usually slaughter unimproved units. Improvements and upgrades give the
advantage. If coming from the Digital Epoch (XIII) then you will need to
upgrade the Sentinel to the Guardian.

Cyber Factory

This building produces 'basic' cybers but each cyber has its advantages and
disadvantages. See the enclosed Tech Tree foldout poster for unit
relationships (or buy the strategy guide as well for more detailed listings).
The first cyber is the Ares II which is an air unit making it very useful
since many units can't fire at air units. The second cyber is the Pandora II
. The third is the Hyperion II which has the ability to travel through the
water. The next is the Minotaur II. The last unit (this epoch at least) is
the Zeus which is like a siege weapon and a tank as far as cybers are
concerned. If coming from the Digital Epoch (XIII) then you will need to
upgrade the Ares to the Ares II, the Pandora to the Pandora II, the Hyperion
to the Hyperion II, and the Minotaur to the Minotaur II.

Cyber Laboratory

The Cyber Laboratory produces the 'unique cybers' that have special
abilities. These aren't typical war machines but more 'finesse' machines that
have awesome powers if used properly. Consult the Empire Earth manual for a
description of these powers at the end of chapter VIII (page 118 if you want
a shortcut here). The first cyber (and the first one that should be produced
from here) is the Apollo which is not only an air unit but also 'heals' or
better yet fixes your other cybers. You do want to have a few of these around
when possible. The Apollo also has the Diffraction Shield and Ion Pulse
(another useful weapon) abilities. The next unit is the Furies which is a
robotic Kamikaze unit. Send it off to beat on a wall for a while, and if the
enemy 'kills' it, it will explode as well as the regular damage it caused
from just beating on the wall. It has an attack in addition to Self-Destruct,
so use the attack first, THEN blow it up. You get much more damage that way
out of it. The next unit is the Tempest which has a nasty attack in addition
to its 'Prophet-like' Resonator and Anti-Matter Storm abilities. That sword
of his ain't just for decoration. The next unit is the Hades which can Time
Warp, Teleport, and use the Nano Virus. The last cyber produced in the Cyber
Lab is the Poseidon which can convert enemy cybers to your side using
Assimilate (a Cyber Priest so to speak). The Poseidon can also do the
Refractive Cloak which is also nice to have to conceal your numbers.

Dock

Note that in The Art of Conquest Expansion, you need to be using a water map
and not a space map to use the water. Running low on food? Try building a few
Fishing Boats to pick up some extra food. Do you want to storm the beaches of
another island? Try building some Transports to carry your land troops across
the water. Next you have a full range of ships available to build but like
other units, there are unit relationships where one unit has an advantage
against another while having a weakness against another. The Battleship
really shines out of all the ships to be built. Frigates have an attack
against Submarines but are weak against Battleships. Another unit is the
Cruiser which can attack air units such as the balloon. Battleships will
usually be the main unit of your navy though because they are pretty durable
but are also a bit expensive.

Naval Yard

The Naval Yard produces the 'exotic' navy items of Submarines and Carriers.
You can only produce two ships in this epoch. One is the Hammerhead Submarine
which is excellent against ships and boats. Another Submarine is the Triton
Submarine which launches a 'cruise-type' missile that attacks land targets.
Submarines are at a big disadvantage against the Frigate and Sea King II
Helicopter however. The other item is the Nexus Carrier which produces
Avenger Planes which are fighter/bomber planes that attack land, sea and air
targets. Corsairs combined with the Carriers mobility on water means trouble.
Basically, the carrier is a mobile airfield that can support up to 15 Avenger
Fighter/Bomber type planes. Land planes at the Airport can NOT land on
carriers since land planes are not designed for use on Carriers and Carrier
Planes (Avengers) can NOT land at Airports. There is also a helicopter that
can be produced here as well as at the Airport, the Sea King Helicopter which
attacks subs. If coming from the Digital Epoch (XIII) you will need to
upgrade the Nautilus to the Hammerhead Submarine, and the Trident to the
Triton Submarine, and the Sea King to the Sea King II Helicopter.

Siege Factory

The first unit is the Hercules AT Gun. The next is the Paladin Cannon. And
finally the Colossus Artillery. The Thor Anti-Tank Gun is good against
Tanks. The Howitzer is a wall crusher. And the Colossus Artillery is another
wall crusher. It is open to your style of play as to how you wish to attack
your opponent's defenses. Siege weapons are to take out or bypass enemy
defenses. A common tactic is to combine these units with Tanks so the Tanks
provide protection for the fragile but very damaging cannons. If coming from
the Digital (XIII) then you will need to upgrade from the Thor AT Gun to the
Hercules AT Gun.

Tank Factory

Tanks are slow but durable attack weapons. The only 'tank' now is the
Centurion Tank. The next unit is the Skywatcher which is a mobile anti-air
unit. The last unit is the Anti-Missile Battery which is very fragile but a
must have unit if facing off against anyone using missile bases since it is
the only unit that can defend against the 'ICBM' type missiles launched from
missile Bases. If facing off against Novaya Russia then the Anti-Missile
Battery is a must have unit. Otherwise, in random map games, it won't be
needed. If coming from the Digital Epoch (XIII) you will need to upgrade the
Gladiator Tank to the Centurion Tank.

Support Buildings

Anti-Aircraft Artillery

The AA (Anti-Aircraft) Missile Tower is an immobile ground based defense
against aircraft.

Fortress

Ever think about getting a bunch of units ahead so that you don't have to
wait around to build units after an enemy starts invading the crap out of you
non stop? With Fortresses, you can stockpile pre-built armies so that you can
in essence build over your Pop Cap. All units stored inside a Fortress do not
count against your Pop Cap so you can then build more units. If you are at or
over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
day. As your outside units start getting slaughtered, just pull units out of
the Fortress(es). Instant pre-built reserves. You need to protect these
structures though, because if they are destroyed while you are at your Pop
Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
are automatically jettisoned from the building on a last in - first out
basis).

Granary

 Granaries are needed to make farms. If placed well, one Granary can plant
the seeds for 8 farms all around it. There is also an option on the Granary
to replant farms should any be destroyed. Farms have PILES of food and can
also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
populate a Granary, the size of the Granary increases. Each Citizen
populating a Granary (up to 8) helps to increase food production.

There is one upgrade this epoch. Hydroponics increases farming.

Hospital

Hospitals help heal your units when they get hurt in battle. Within a certain
range of a Hospital, units start healing (shown with a green dot graphic).
You should probably place a Hospital just behind the lines so that it doesn't
get destroyed but also so that it is easier to get to for your hurt units.

There are two upgrades at the Hospital in this epoch. Cybernetics increases
Citizen speed (a must have) and Anti-Aging Pill increases the Pop Cap by 5.

University

The University is for advanced research projects.

Civilizations and their bonuses (bonuses vary between different
versions/updates)

Note: How to determine which bonuses are right for you? Look at how you plan
to play the battle. If you plan on walling yourself in then the Civ - Economy
(stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
Economy (gold) bonuses are the way to go. Each civilization has its
advantages and disadvantages throughout each epoch and each map type. Island
maps will require ships and ships require wood, gold, and iron so not only
the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
There is no perfect civilization and even picking a civilization that may
seem 'handicapped' usually does not decide a game's fate same as picking a
seemingly advantaged civilization does not decide either, but it can help if
facing a similar opponent and any edge you can get over some one else is a
good thing I feel. The nice part of Empire Earth is that the game structure
allows for miscalculations without any severe penalties. The other player's
Ships may have better range but yours are faster so the range advantage is
not very useful now because with the speed, the shots now miss most of the
time. There is always a counter for everything available. Improvements give
an advantage to a certain area. Also, the beginning civilization bonuses give
an early advantage and a later advantage as well. Even though you may start
out with a civilization bonus of Infantry - Ranged (range) you can still
improve that range more with the unit improvement feature. So you start out
with +2 but then improve twice more at +2 each time so now the range is +6
whereas your opponent can only upgrade range twice and didn't have the
starting Infantry - Ranged (range) bonus so can only get to a +4 range.
However, his civilization started out with a Citizens & Fishing Boats (speed)
bonus so he can therefore get more resources faster. More resources = faster
and larger army production. See how that works?

Also, a breakdown on how the bonus system can be applied to units.

Aircraft - Bombers = B-122 Wyvern & Titan
Aircraft - Fighters = Nebula Fighter & Phoenix Fighter/Bomber & Avenger
Fighter/Bomber
Aircraft - Helicopters = Sea King II Helicopter & Pegasus Transport &
Spectre AT & Reaper Gunship
Civ - Building, Walls & Towers = defensive bonuses & AA Missile Tower
Cybers - Combat = Ares II & Hyperion II & Minotaur II & Pandora II & Zeus
Cybers - Ultra = Apollo & Furies & Tempest & Hades & Poseidon
Field Cannon & Anti-Tank Guns = Hercules AT Gun
Infantry - Ranged = Guardian & Heavy Mortar
Religion - Priests = Priest & Medic - Digital
Religion - Prophets = Prophet
Ships - Battleships & Carriers = Battleship - Leviathan & Carrier - Nexus
Ships - Frigates & Cruisers = Frigate - Juggernaut & Cruiser - Sagittarian
Ships - Galleys, Transports & Subs = Transport - Gargantua & Hammerhead
Submarine & Triton Submarine
Siege Weapons & Mobile AA = Paladin Cannon & Colossus Artillery & Skywatcher
& Stinger Soldier
Tanks = Centurion Tank
Economy bonuses are always good as are Citizen bonuses too.

Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
hunting & foraging), Civ - General (conversion resistance), Ships - Frigates
& Cruisers (attack, range), Siege Weapons & Mobile AA (attack, cost, rate of
fire)

Assyrian Empire = Citizens & Fishing Boats (range), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (farming, hunting & foraging),
Civ - General (pop cap)

Babylon = Citizens & Fishing Boats (hit points), Civ - Buildings, Walls &
Towers (range), Civ - Economy (stone, wood), Religion - Prophets (range, speed)

Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
(pop cap), Infantry - Ranged (range, speed), Ships - Battleships & Carriers
(attack, build time)

Carthage = Citizens & Fishing Boats (cost), Civ - Economy (fishing, stone),
Civ - General (mountain combat), Infantry - Ranged (armor, cost), Ships -
Galleys, Transports & Subs (cost, range)

Kingdom of Israel = Citizens & Fishing Boats (build time), Civ - Economy
(fishing, iron), Religion Priests (build time, cost, hit points), Religion -
Prophets (hit points, range), Ships - Battleships & Carriers (attack),
Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports & Subs
(attack)

Austria = Citizens & Fishing Boats (attack, cost), Civ - Economy (hunting &
foraging), Civ - General (conversion resistance), Field Cannon & Anti-Tank
Guns (armor, build time, hit points)

England = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (cost, range), Civ - Economy (fishing, gold), Infantry - Ranged (hit
points, range), Ships - Battleships & Carriers (attack, build time), Siege
Weapons & Mobile AA (hit points, rate of fire)

Franks = Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy (gold,
wood), Civ - General (conversion resistance), Religion - Prophets (cost,
range), Siege Weapons & Mobile AA (attack, hit points) Kingdom of Italy =
Citizens & Fishing Boats (cost), Civ - Buildings, Walls & Towers (build time,
hit points), Civ - Economy (stone), Civ - General (mountain combat),
Infantry - Ranged (cost, hit points), Religion - Priests (hit points, range,
speed), Ships - Frigates & Cruisers (attack)

Ottoman Empire = Citizens & Fishing Boats (build time, speed), Civ - Economy
(farming, stone), Civ - General (pop cap), Field Cannon & Anti-Tank Guns
(build time, cost), Religion - Priests (cost, hit points)

Spain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers
(range), Civ - Economy (farming, iron), Civ - General (mountain combat),
Infantry - Ranged (attack, build time, hit points), Religion - Priests (hit
points, range), Ships - Galleys, Transports & Subs (attack, cost, hit points)

France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
& Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)

Germany = Aircraft - Bombers (cost, flight time), Aircraft - Fighters
(attack, build time, hit points), Citizens & Fishing Boats (cost, hit
points), Civ - Economy (stone), Ships - Galleys, Transports & Subs (attack,
hit points, range), Tanks (armor, attack, hit points)

Great Britain = Aircraft - Fighters (build time, cost, range), Citizens &
Fishing Boats (speed), Civ - Buildings, Walls & Towers (attack, build time,
range), Civ - Economy (gold, hunting & foraging), Field Cannon & Anti-Tank
Guns (attack, hit points, speed), Ships - Frigates & Cruisers (build time,
hit points, speed)

Italy = Aircraft - Helicopters & Balloons (build time, range, speed), Civ -
Buildings, Walls & Towers (attack, build time, range), Civ - Economy
(farming, stone), Civ - General (conversion resistance), Field Cannon & Anti-
Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons &
Mobile AA (attack, hit points, rate of fire)

Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
(cost), Siege Weapons & Mobile AA (area damage, range), Tanks (armor, range)

United States = Aircraft - Bombers (attack, flight time, speed), Aircraft -
Fighters (flight time, range), Aircraft - Helicopters & Balloons (hit
points), Citizens & Fishing Boats (attack, speed), Civ - Buildings, Walls &
Towers (build time, cost), Civ - Economy (gold, iron), Civ - General (pop
cap), Ships - Battleships & Carriers (hit points, range), Tanks (cost)

China = Aircraft - Fighters (cost), Aircraft - Helicopters & Balloons
(attack, build time, hit points), Citizens & Fishing Boats (cost), Civ -
Economy (farming), Civ - General (pop cap), Cybers - Ultra (armor, build
time, hit points), Field Cannon & Anti-Tank Guns (armor, cost, hit points),
Ships - Galleys, Transports & Subs (attack), Tanks (attack)

Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
Walls & Towers (hit points, range), Civ - Economy (wood), Cybers - Combat
(attack, range, speed), Cybers - Ultra (cost, hit points, speed), Siege
Weapons & Mobile AA (hit points, range, rate of fire)

Rebel Forces = Aircraft - Bombers (hit points, speed), Citizens & Fishing
Boats (build time, range), Civ - Buildings, Walls & Towers (hit points),
Civ - Economy (iron), Civ - General (mountain combat), Cybers - Combat (hit
points, range), Infantry - Ranged (attack, range), Tanks (attack, range)

Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
(pop cap), Cybers - Combat (build time, cost), Cybers - Ultra (cost),
Infantry - Ranged (armor, speed), Tanks (build time, speed)

Korea = Aircraft - Fighters (attack, hit points), Civ - Economy (gold), Civ -
General (mountain combat),

Cybers - Combat (attack), Field Cannon & Anti-Tank Guns (build time),
Infantry - Ranged (armor, hit points), Siege Weapons & Mobile AA (range, rate
of fire), Tanks (attack)

Civilization Specific Powers

For the Nano epoch, these civilizations have these powers:

Assyrian Empire = Slavery (I-XV)
Babylon = Priest Towers (I-XV)
Byzantine Rome = Insurance (I-XV)
Carthage = Pathfinding (I-XV)
Kingdom of Israel = Emissaries (I-XV)
Austria = Adaptation (III-XV)
England = Exploration (I-XV)
Kingdom of Italy = Metallurgy (I-XV)
Ottoman Empire = Expansionism (I-XV)
France = Camouflage (I-XV)
Great Britain = SAS Commando (X-XV)
Italy = Paratroopers (XI-XV)
Russia = Advanced Mining (I-XV)
United States = Market (X-XV)
China = Just In Time Manufacturing (I-XV)
Novaya Russia = Missile Base (XIII-XV)
Rebel Forces = Cloaking (I-XV)
Korea = Fanaticism (I-XV) 


-------------------------------------------------------------------------------
XX    XX VV     VV          |
 XX  XX  VV     VV          |
  XXXX    VV   VV           | 2XV Space
 XX  XX    VV VV            |
XX    XX    VVV             |
-------------------------------------------------------------------------------

Analysis

Space, the final frontier, or is it? There is still the prospect of
conquering time but for Empire Earth, space seems to be the final destination
of this game (although time HAS been used in the Russian Campaign and the
Hades cyber's Time Warp ability, so time may have been the near final
frontier after all. Time will tell I guess). Warfare has become very
devastating and even more complicated than before. There are 3 fronts of
land, sea, and air now to contend with. Each front has its own challenges as
well. Units also become more specialized with units for attacking specific
types of targets (gameplay-wise at least). Air fighters are for attacking air
targets while fighter/bombers attack air and ground while bombers attack only
ground. And now, with the addition of all of the cyber lineup, even more
specialization is going on. For the Civilization Specific Powers, Japan gains
the Cyber Ninja unit. In the air, get used to the fighter and atomic bomber
combo but the fighter may get replaced by the Helicopter or better yet, the
Ares II cyber, depending on the player's taste. In the water, Carriers with
Hammerhead Subs are now a common sight with possibly some Triton Submarines
hanging around for protection now. On the ground, Spy Satellites as spotters
for artillery and some ranged infantry units. Tanks now provide support for
artillery and the Skywatcher for defense against air attacks. The space combo
is the Capitol Ship and the Space Carrier. Another part is that in this epoch
you can either play in space or in the water but not both in random map mode.
You either get the icons for Space Dock and Space Turret or for the Dock and
Naval Yard but not both at the same time. The space maps work just like a
water map but with different graphics used. It is nice to play though and a
good change. This is the last epoch of the Empire Earth series (unless
another expansion gets released). There are also many add-ons available plus
the ability to create your own so I guess Empire Earth can never be
'finished'. But for official releases by Sierra, the Space Epoch is the final
epoch at the time of this writing.

Economy

Wood is needed in this epoch but is becoming less needed overall. Food is
needed again with those hungry cyber scientists sucking down the groceries
and also for Citizens and Infantry plus epoching up. Wood is needed for
boats, farming, and buildings. Gold is needed as well. Iron is needed as much
as gold now. With air warfare, walls and towers are becoming much less
important but can still be helpful on many maps. With the advent of artillery
that can fire over walls though, the wall security of yesteryear is not as
good. Iron and gold are the big necessities now and until the end of time
(the last epoch ends in ? but starts in 2200).

Remember too, more options means you need more resources.

Unit resource breakdowns:

Apollo = food & iron
Ares II = food & gold
Anti-Missile Battery = gold & iron
Avenger - Carrier Plane = gold & iron
B-122 Wyvern Bomber = gold & iron
Battleship - Leviathan = gold & wood
Canine Scout = food
Carrier - Nexus = gold & wood
Centurion Tank = food & iron
Citizen = food
Colossus Artillery = iron & wood
Cruiser - Sagittarian = gold & wood
Fishing Boat - Digital = wood
Frigate - Juggernaut = iron & wood
Furies = food & iron
Hades = food & iron
Hammerhead Submarine = iron & wood
Heavy Mortar = food & gold
Hercules AT Gun = gold & wood
Hyperion II = food & gold
Medic - Digital = food & gold
Minotaur II = food & gold
Nebula Fighter = gold & iron
Paladin Cannon = iron & wood
Pandora II = food & gold
Pegasus Transport = gold & iron
Phoenix Fighter/Bomber = gold & iron
Planetary Fighter = gold & iron
Poseidon = food & iron
Priest = food & gold
Prophet = food & gold
Reaper Gunship = gold & iron
Sea King II Helicopter = gold & iron
Skywatcher = food & iron
Space Capitol Ship = gold & iron
Space Carrier = gold & iron
Space Corvette = gold & iron
Space Fighter = gold & iron
Space Transport = gold & iron
Spectre AT (Anti-Tank) = gold & iron
Spy Satellite = gold & iron
Stinger Soldier = food & gold
Tempest = food & iron
Titan Atomic Bomber = gold & iron
Transport - Gargantua = wood
Triton Submarine = gold & iron
Watchman = food & iron
Zeus = food & gold

Building resource breakdowns

AA Missile Tower = gold & wood
Airport = wood
Barracks = wood
Cyber Factory = wood
Cyber Laboratory = wood
Dock = wood
Farm = wood
Fortress = wood
Granary = wood
Hospital = stone & wood
House = stone & wood
Naval Yard = wood
Settlement = wood
Siege Factory = wood
Space Dock = wood
Space Turret = gold & iron
Tank Factory = wood
Temple = stone & wood
Tower = stone
University = stone & wood
Wall/Gate = stone

Wonders can also be built (see here for description)

Coliseum = gold & stone & wood
Ishtar Gates = iron & stone & wood
Library of Alexandria = gold & stone & wood
Orbital Space Station* = gold & iron & wood
Pharos Lighthouse = iron & stone & wood
Temple of Zeus = iron & stone & wood
Tower of Babylon = gold & stone & wood

Note: you can either have the Pharos Lighthouse (water map) or Orbital Space
Station (space map) depending on map type but you can not have both at the same
time. 

To start out, you'll need a couple Citizens * which you should start out
with. Next objective is to build a Settlement Town Center then Capitol as
needed. To upgrade from a Settlement to a Town Center requires 5 Citizens to
populate the Settlement. After 10 Citizens populate a Town Center it becomes
a Capitol. Adding more citizens adds a bigger morale bonus. From a Town
Center or a Capitol (but not a Settlement) you can produce more Citizens or
even the Canine Scout which can go through trees and makes a decent unit to
"see what the Joneses are up to". Got to keep up with those Joneses you know.

Also, try to keep a Settlement, Town Center or Capitol near resources so that
the resources are gathered faster. Don't make the citizens have to walk too
far.

In this epoch starts something that may be confusing to some. The Spy
Satellite is built at the Town Center and Capitol. The icon for this is which
looks the same as an upgrade icon. It is a unit though and not an upgrade. It
is located at the right side before the upgrades. The Spy Satellite is a
great asset for scouting. It is also the only unit that can go into space
before the Space Epoch (XV). It helps to provide a line of sight for
artillery pieces and other long range units as well as a scout unit.

Next is the house. The house makes your units stronger and more durable
within range of the house. Houses help improve your defenses. Town Centers
and Capitols also provide defensive bonuses as well.

Towers, Walls & Gates (defense)



*** After you get your economy going with food and wood
production/collection, you'll want to start thinking about your defensive and
military options. For defense, you need to make a choice between weaker
wooden palisades, which are easier to make but not as durable, or the more
durable stone variety. Unless tapped for stone, I recommend the stone
defenses. In a pinch though use the wooden palisades. Remember also that wood
burns and there is the Prophet's Fire Storm. The ability to create a gate
from 5 inline walls exists. Walls should be used to slow down the enemy and
are fairly quick and inexpensive to build. Walls can't fight back like Towers
can but do serve well to slow down an enemy from getting to a place you don't
want them to be. Also take note, trees and other obstacles make great
boundaries for your village, town, and eventual (hopefully) prosperous city.
Also note that Carthage's Pathfinding* ability negates this boundary strategy
in The Art of Conquest Expansion. If coming from the Nano Epoch (XIV) you
will need to upgrade from Laser Towers, Walls, and Gates to Space Towers,
Walls, and Gates at the Town Center or Capitol.

Priests/Prophets

In all epochs, the Priests and Prophets are made at the Temple. The safeguard
against Priests is the University. Units within range of a University can not
be converted by Priests. Prophets can not do their 'voodoo' around a temple
so there is protection against Prophets if you plan out making Temples for
protection. Priests work well as defense now since the Universities your
opponent probably has up cancel out any attack abilities. They are nice as
defense though because the enemy comes into your camp and you get new units
(even over your Pop Cap). The Prophet is still as useful as ever. Launch some
of those 'voodoo' whoodoos when the opportunity arises then go back and
recharge afterwards.

There are two upgrades available in the Space Epoch. The first is Faith
Healing which increases the Priest's hit points. The other is Quantum
Theology which increases the Prophet's recharge rate.

Military

Heroes

Hu Kwan Do is the Warrior Hero. Khan Sun Do is the Strategist Hero. See
chapter XI in the Empire Earth manual for more information on heroes.

Airport

This is a very powerful building that produces powerful units. Fighters help
keep the skies clean and bombers massively blow stuff up. Planes are fragile
units but are also very devastating as well. There are four types of planes
available but now there are helicopters thrown in as well. The first plane is
the Nebula Fighter which rules the air. The next plane is the Phoenix
Fighter/Bomber which can attack land and air but is not as damaging at either
attack as the fighter or bomber are. Next is the B-122 Wyvern Bomber which
blows up ground units but can't fight against air units. Finally is the new
REALLY devastating plane, the Titan Atomic Bomber , be sure to watch the
mushroom cloud of this one.

You'll know this one by the gigantic flash of light beforehand. Kaboom!

Next comes the helicopters. Helicopters repair when hovering over an airport
but don't have to refuel like planes do. Therefore helicopters make great
raiding units. First is the Sea King II which is great against submarines.
Next is the Pegasus Transport which transports units. Next is the Spectre AT
. And next, the Reaper Gunship. Finally, a new unit is the Planetary Fighter
which can fly above land as well as through space. The Planetary Fighter
doesn't require a space only type map to be built.

Barracks

The first Barracks unit is the Watchman. Another unit is the Heavy Mortar.
Next is the Stinger Soldier. And finally, the useful Medic which heals units
on the go instead of units having to go to the Hospital all the time (room
service). Also, if you noticed a large poster that shipped with the game,
there is a unit relationship chart included. Learn the unit relationships for
better gameplay. In this epoch, things change a bit from previous epochs. It
is a good idea to build several of each type to be prepared for any attack.
You need to make the decision though of which road to take. Also, don't
forget the improvements to hit points, speed, range and such. Improved units
usually slaughter unimproved units. Improvements and upgrades give the
advantage. If coming from the Nano Epoch (XIV) then you will need to upgrade
the Guardian to the Watchman (but remember, "I'll be back" because the
Watchman does look like a Terminator).

Cyber Factory

The Cyber Factory is new to this epoch. This building produces 'basic' cybers
but each cyber has its advantages and disadvantages. See the enclosed Tech
Tree foldout poster for unit relationships (or buy the strategy guide as well
for more detailed listings). The first cyber is the Ares II which is an air
unit making it very useful since many units can't fire at air units. The
second cyber is the Pandora II. The third is the Hyperion II which has the
ability to travel through the water. The next is the Minotaur II. The last
unit (this epoch at least) is the Zeus which is like a siege weapon and a
tank as far as cybers are concerned.

Cyber Laboratory

The Cyber Laboratory produces the 'unique cybers' that have special
abilities. These aren't typical war machines but more 'finesse' machines that
have awesome powers if used properly. Consult the Empire Earth manual for a
description of these powers at the end of chapter VIII (page 118 if you want
a shortcut here). The first cyber (and the first one that should be produced
from here) is the Apollo which is not only an air unit but also 'heals' or
better yet fixes your other cybers. You do want to have a few of these around
when possible. The Apollo also has the Diffraction Shield and Ion Pulse
(another useful weapon) abilities. The next unit is the Furies which is a
robotic Kamikaze unit. Send it off to beat on a wall for a while, and if the
enemy 'kills' it, it will explode as well as the regular damage it caused
from just beating on the wall. It has an attack in addition to Self-Destruct,
so use the attack first, THEN blow it up. You get much more damage that way
out of it. The next unit is the Tempest which has a nasty attack in addition
to its 'Prophet-like' Resonator and Anti-Matter Storm abilities. That sword
of his ain't just for decoration. The next unit is the Hades which can Time
Warp, Teleport, and use the Nano Virus. The last cyber produced in the Cyber
Lab is the Poseidon which can convert enemy cybers to your side using
Assimilate (a Cyber Priest so to speak). The Poseidon can also do the
Refractive Cloak which is also nice to have to conceal your numbers.

Dock

Note that in The Art of Conquest Expansion, you need to be using a water map
and not a space map to use the water. Running low on food? Try building a few
Fishing Boats to pick up some extra food. Do you want to storm the beaches of
another island? Try building some Transports to carry your land troops across
the water. Next you have a full range of ships available to build but like
other units, there are unit relationships where one unit has an advantage
against another while having a weakness against another. The Battleship
really shines out of all the ships to be built. Frigates have an attack
against Submarines but are weak against Battleships. Another unit is the
Cruiser which can attack air units such as the balloon. Battleships will
usually be the main unit of your navy though because they are pretty durable
but are also a bit expensive.

Naval Yard

The Naval Yard produces the 'exotic' navy items of Submarines and Carriers.
Also, you need a water map and not a space map to use these units. You can
only produce two ships in this epoch. One is the Hammerhead Submarine which
is excellent against ships and boats. Another Submarine is the Triton
Submarine which launches a 'cruise-type' missile that attacks land targets.
Submarines are at a big disadvantage against the Frigate and Sea King II
Helicopter however. The other item is the Nexus Carrier which produces
Avenger Planes which are fighter/bomber planes that attack land, sea and air
targets. Corsairs combined with the Carriers mobility on water means trouble.
Basically, the carrier is a mobile airfield that can support up to 15 Avenger
Fighter/Bomber type planes. Land planes at the Airport can NOT land on
carriers since land planes are not designed for use on Carriers and Carrier
Planes (Avengers) can NOT land at Airports. There is also a helicopter that
can be produced here as well as at the Airport, the Sea King Helicopter which
attacks subs.

Siege Factory

The first unit is the Hercules AT Gun. The next is the Paladin Cannon. And
finally the Colossus Artillery. The Thor Anti-Tank Gun is good against
Tanks. The Howitzer is a wall crusher. And the Colossus Artillery is another
wall crusher. It is open to your style of play as to how you wish to attack
your opponent's defenses. Siege weapons are to take out or bypass enemy
defenses. A common tactic is to combine these units with Tanks so the Tanks
provide protection for the fragile but very damaging cannons.

Space Dock*

If you use a space map and are in this epoch, then you can build one of these
on the boundaries between land and space. This building produces spaceships
and spacecraft. The first unit is the Space Capitol Ship which should
comprise the bulk of your space units. The next unit is the Space Carrier
which itself can't attack but can create Space Fighters which can attack both
space and land units much like the Avenger for the sea style carrier. The
next is the Space Corvette which usually becomes space fodder for the much
more durable Capitol Ships. The last unit is the Space Transport which you
use to transport land units across space.

Tank Factory

Tanks are slow but durable attack weapons. The only 'tank' now is the
Centurion Tank. The next unit is the Skywatcher which is a mobile anti-air
unit. The last unit is the Anti-Missile Battery which is very fragile but a
must have unit if facing off against anyone using missile bases since it is
the only unit that can defend against the 'ICBM' type missiles launched from
Missile Bases. If facing off against Novaya Russia then the Anti-Missile
Battery is a must have unit. Otherwise, in random map games, it won't be
needed.

Support Buildings

Anti-Aircraft Artillery

The AA (Anti-Aircraft) Missile Tower is an immobile ground based defense
against aircraft.

Fortress

Ever think about getting a bunch of units ahead so that you don't have to
wait around to build units after an enemy starts invading the crap out of you
non stop? With Fortresses, you can stockpile pre-built armies so that you can
in essence build over your Pop Cap. All units stored inside a Fortress do not
count against your Pop Cap so you can then build more units. If you are at or
over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
day. As your outside units start getting slaughtered, just pull units out of
the Fortress(es). Instant pre-built reserves. You need to protect these
structures though, because if they are destroyed while you are at your Pop
Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
are automatically jettisoned from the building on a last in - first out
basis).

Granary

 * Granaries are needed to make farms. If placed well, one Granary can plant
the seeds for 8 farms all around it. There is also an option on the Granary
to replant farms should any be destroyed. Farms have PILES of food and can
also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
populate a Granary, the size of the Granary increases. Each Citizen
populating a Granary (up to 8) helps to increase food production.

There is one upgrade this epoch. Robotic Farm is an absolute must have since
it allows you to not have to use citizens to farm anymore and provides
constant food.

Hospital

Hospitals help heal your units when they get hurt in battle. Within a certain
range of a Hospital, units start healing (shown with a green dot graphic).
You should probably place a Hospital just behind the lines so that it doesn't
get destroyed but also so that it is easier to get to for your hurt units.

There is one upgrade at the Hospital in this epoch. Damage Control allows
space units to self repair, so if waging a space war, this is a must have.

Space Turret*

The Space Turret is a great defense against Spaceships and Spacecraft. It can
also only be built on the boundary between land (planets) and space.

Teleporter*

Pretty self explanatory. Allows you to teleport to somewhere on the map
within sight of another of your own units. Use with caution because it takes
a little bit to rematerialize. Is very useful for the larger maps to get
around quicker but on smaller maps probably not a worthwhile building. It is
available though

University

The University is for advanced research projects.

There is one upgrade at the University in this epoch. Zero G Engineers
increases the repair rate of the Space Dock.

Civilizations and their bonuses (bonuses vary between different
versions/updates)

Note: How to determine which bonuses are right for you? Look at how you plan
to play the battle. If you plan on walling yourself in then the Civ - Economy
(stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
Economy (gold) bonuses are the way to go. Each civilization has its
advantages and disadvantages throughout each epoch and each map type. Island
maps will require ships and ships require wood, gold, and iron so not only
the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
There is no perfect civilization and even picking a civilization that may
seem 'handicapped' usually does not decide a game's fate same as picking a
seemingly advantaged civilization does not decide either, but it can help if
facing a similar opponent and any edge you can get over some one else is a
good thing I feel. The nice part of Empire Earth is that the game structure
allows for miscalculations without any severe penalties. The other player's
Ships may have better range but yours are faster so the range advantage is
not very useful now because with the speed, the shots now miss most of the
time. There is always a counter for everything available. Improvements give
an advantage to a certain area. Also, the beginning civilization bonuses give
an early advantage and a later advantage as well. Even though you may start
out with a civilization bonus of Infantry - Ranged (range) you can still
improve that range more with the unit improvement feature. So you start out
with +2 but then improve twice more at +2 each time so now the range is +6
whereas your opponent can only upgrade range twice and didn't have the
starting Infantry - Ranged (range) bonus so can only get to a +4 range.
However, his civilization started out with a Citizens & Fishing Boats (speed)
bonus so he can therefore get more resources faster. More resources = faster
and larger army production. See how that works?

Also, a breakdown on how the bonus system can be applied to units.

Aircraft - Bombers = B-122 Wyvern & Titan
Aircraft - Fighters = Nebula Fighter & Phoenix Fighter/Bomber & Avenger
Fighter/Bomber
Aircraft - Helicopters = Sea King II Helicopter & Pegasus Transport & Spectre
AT & Reaper Gunship
Civ - Building, Walls & Towers = defensive bonuses & AA Missile Tower
Cybers - Combat = Ares II & Hyperion II & Minotaur II & Pandora II & Zeus
Cybers - Ultra = Apollo & Furies & Tempest & Hades & Poseidon
Field Cannon & Anti-Tank Guns = Hercules AT Gun
Infantry - Ranged = Guardian & Heavy Mortar
Religion - Priests = Priest & Medic - Digital
Religion - Prophets = Prophet
Ships - Battleships & Carriers = Battleship - Leviathan & Carrier - Nexus
Ships - Frigates & Cruisers = Frigate - Juggernaut & Cruiser - Sagittarian
Ships - Galleys, Transports & Subs = Transport - Gargantua & Hammerhead
Submarine & Triton Submarine
Siege Weapons & Mobile AA = Paladin Cannon & Colossus Artillery & Skywatcher
& Stinger Soldier
Spacecraft - Space Fighters = Space Fighter & Planetary Fighter
Spacecraft - Spaceships = Space Capitol Ship & Space Carrier & Space Corvette
& Space Transport
Tanks = Centurion Tank
Economy bonuses are always good as are Citizen bonuses too.
 

Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
hunting & foraging), Civ - General (conversion resistance), Ships - Frigates
& Cruisers (attack, range), Siege Weapons & Mobile AA (attack, cost, rate of
fire)

Assyrian Empire = Citizens & Fishing Boats (range), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (farming, hunting & foraging),
Civ - General (pop cap)

Babylon = Citizens & Fishing Boats (hit points), Civ - Buildings, Walls &
Towers (range), Civ - Economy (stone, wood), Religion - Prophets (range, speed)

Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
(pop cap), Infantry - Ranged (range, speed), Ships - Battleships & Carriers
(attack, build time)

Carthage = Citizens & Fishing Boats (cost), Civ - Economy (fishing, stone),
Civ - General (mountain combat), Infantry - Ranged (armor, cost), Ships -
Galleys, Transports & Subs (cost, range)

Kingdom of Israel = Citizens & Fishing Boats (build time), Civ - Economy
(fishing, iron), Religion Priests (build time, cost, hit points), Religion -
Prophets (hit points, range), Ships - Battleships & Carriers (attack),
Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports & Subs
(attack)

Austria = Citizens & Fishing Boats (attack, cost), Civ - Economy (hunting &
foraging), Civ - General (conversion resistance), Field Cannon & Anti-Tank
Guns (armor, build time, hit points)

England = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (cost, range), Civ - Economy (fishing, gold), Infantry - Ranged (hit
points, range), Ships - Battleships & Carriers (attack, build time), Siege
Weapons & Mobile AA (hit points, rate of fire)

Franks = Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy (gold,
wood), Civ - General (conversion resistance), Religion - Prophets (cost,
range), Siege Weapons & Mobile AA (attack, hit points)

Kingdom of Italy = Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
Towers (build time, hit points), Civ - Economy (stone), Civ - General
(mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
(hit points, range, speed), Ships - Frigates & Cruisers (attack)

Ottoman Empire = Citizens & Fishing Boats (build time, speed), Civ - Economy
(farming, stone), Civ - General (pop cap), Field Cannon & Anti-Tank Guns
(build time, cost), Religion - Priests (cost, hit points)

Spain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers
(range), Civ - Economy (farming, iron), Civ - General (mountain combat),
Infantry - Ranged (attack, build time, hit points), Religion - Priests (hit
points, range), Ships - Galleys, Transports & Subs (attack, cost, hit points)

France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
& Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)

Germany = Aircraft - Bombers (cost, flight time), Aircraft - Fighters
(attack, build time, hit points), Citizens & Fishing Boats (cost, hit
points), Civ - Economy (stone), Ships - Galleys, Transports & Subs (attack,
hit points, range), Tanks (armor, attack, hit points)

Great Britain = Aircraft - Fighters (build time, cost, range), Citizens &
Fishing Boats (speed), Civ - Buildings, Walls & Towers (attack, build time,
range), Civ - Economy (gold, hunting & foraging), Field Cannon & Anti-Tank
Guns (attack, hit points, speed), Ships - Frigates & Cruisers (build time,
hit points, speed)

Italy = Aircraft - Helicopters & Balloons (build time, range, speed), Civ -
Buildings, Walls & Towers (attack, build time, range), Civ - Economy
(farming, stone), Civ - General (conversion resistance), Field Cannon & Anti-
Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons &
Mobile AA (attack, hit points, rate of fire)

Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
(cost), Siege Weapons & Mobile AA (area damage, range), Tanks (armor, range)

United States = Aircraft - Bombers (attack, flight time, speed), Aircraft -
Fighters (flight time, range), Aircraft - Helicopters & Balloons (hit
points), Citizens & Fishing Boats (attack, speed), Civ - Buildings, Walls &
Towers (build time, cost), Civ - Economy (gold, iron), Civ - General (pop
cap), Ships - Battleships & Carriers (hit points, range), Tanks (cost)

China = Aircraft - Fighters (cost), Aircraft - Helicopters & Balloons
(attack, build time, hit points), Citizens & Fishing Boats (cost), Civ -
Economy (farming), Civ - General (pop cap), Cybers - Ultra (armor, build
time, hit points), Field Cannon & Anti-Tank Guns (armor, cost, hit points),
Ships - Galleys, Transports & Subs (attack), Tanks (attack)

Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
Walls & Towers (hit points, range), Civ - Economy (wood), Cybers - Combat
(attack, range, speed), Cybers - Ultra (cost, hit points, speed), Siege
Weapons & Mobile AA (hit points, range, rate of fire)

Rebel Forces = Aircraft - Bombers (hit points, speed), Citizens & Fishing
Boats (build time, range), Civ - Buildings, Walls & Towers (hit points),
Civ - Economy (iron), Civ - General (mountain combat), Cybers - Combat (hit
points, range), Infantry - Ranged (attack, range), Tanks (attack, range)

Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
(pop cap), Cybers - Combat (build time, cost), Cybers - Ultra (cost),
Infantry - Ranged (armor, speed), Spacecraft - Space Fighters (hit points),
Spacecraft - Spaceships (build time, cost, speed), Tanks (build time, speed)

Korea = Aircraft - Fighters (attack, hit points), Civ - Economy (gold), Civ -
General (mountain combat), Cybers - Combat (attack), Field Cannon & Anti-Tank
Guns (build time), Infantry - Ranged (armor, hit points), Siege Weapons &
Mobile AA (range, rate of fire), Spacecraft - Space Fighters (attack, build
time, speed), Spacecraft - Spaceships (attack), Tanks (attack)

Civilization Specific Powers

For the Space epoch, these civilizations have these powers:

Assyrian Empire = Slavery (I-XV)
Babylon = Priest Towers (I-XV)
Byzantine Rome = Insurance (I-XV)
Carthage = Pathfinding (I-XV)
Kingdom of Israel = Emissaries (I-XV)
Austria = Adaptation (III-XV)
England = Exploration (I-XV)
Kingdom of Italy = Metallurgy (I-XV)
Ottoman Empire = Expansionism (I-XV)
France = Camouflage (I-XV)
Great Britain = SAS Commando (X-XV)
Italy = Paratroopers (XI-XV)
Russia = Advanced Mining (I-XV)
United States = Market (X-XV)
China = Just In Time Manufacturing (I-XV)
Novaya Russia = Missile Base (XIII-XV)
Rebel Forces = Cloaking (I-XV)
Japan = Cyber Ninja (XV)
Korea = Fanaticism (I-XV)


 ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____
/_____//____/|                                                   /_____//____/|
|  ___|  ___/                                                    |  ___|  ___/
| <___| <___/|                  3. - Map Types                   | <___| <___/|
|  ___|  ___/					                 |  ___|  ___/
| <___| <___/|                                                   | <___| <___/|
|_____|_____/					                 |_____|_____/
            """"""""""""""""""""""""""""""""""""""""""""""""""""""

There are 7 types of maps in the original Empire Earth plus an additional
5 more map types added in the Art of Conquest Expansion for a total
of 12 different map types. I am only going to give general descriptions
as to what the map types are and what they contain. 

+--------------------+--------+-----------------------------------------------+
| Map type           | Water? | Description                                   |
|--------------------+--------+-----------------------------------------------|
| Continental        | Yes    | The Continental map type is mainly a land map |
|                    |        | with water around the outside of the map.     |
|                    |        | This is a general all around map type.        |
| Highlands          | No     | A map with lots of mountains and hills.       |
| Large Islands      | Yes    | Each player is given a large island with lots |
|                    |        | of space to build.                            |
| Mediterranean      | Yes    | A map with water in the centre, the opposite  |
|                    |        | of continental                                |
| Plains             | No     | A flat empty map allowing lots of space to    |
|                    |        | build.                                        |
| Small Islands      | Yes    | Each player is given a small island with not  |
|                    |        | much space to build.                          |
| Tournament Islands | Yes    | Each player is given a small island with not  |
|                    |        | much space to build and there are also lots   |
|                    |        | of extra islands to capture and battle on.    |
| Planets Earth      | No     | A round area of land surrounded by space.     |
|                    |        | Sort of like a Space Continental type map.    |
| Planets Large      | No     | Each player is given a large planet.          |
| Planets Mars       | No     | The same as Planets Earth except red.         |
| Planets Satellite  | No     | The space equivalent of tournament islands,   |
|                    |        | players are given a medium size planet with 1 |
|                    |        | or more islands to battle on.                 |
| Planets Small      | No     | Each player has a small planet and smaller    |
|                    |        | planets are available to battle on.           |
+--------------------+--------+-----------------------------------------------+



 ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____
/_____//____/|                                                   /_____//____/|
|  ___|  ___/                                                    |  ___|  ___/
| <___| <___/|                   4. - Wonders                    | <___| <___/|
|  ___|  ___/					                 |  ___|  ___/
| <___| <___/|                                                   | <___| <___/|
|_____|_____/					                 |_____|_____/
            """"""""""""""""""""""""""""""""""""""""""""""""""""""

4. Wonders. 

There are 6 wonders in total, 7 including the expansion Space Station. They are
very expensive and give a special bonus. They can only be built when the player
has reached the Copper epoch.

+-----------------------+------------+------------+------+------+-------------+
| Name                  | Power name | Effect     | HP   | LOS  | Cost        |
|-----------------------+------------+------------+------+------+-------------|
| Coliseum              | Spectacl   | +20%       |      |    4 | 1000 Gold,  |
|                       |            | allied Pop |      |      | 1000 Stone, |
|                       |            | Cap. -20%  |      |      | 1000 Wood   |
|                       |            | enemy Pop  |      |      |             |
|                       |            | Cap.       |      |      |             |
| Pharos Lighthouse     | Guiding    | Lifts fog  | 3500 |    4 | 1000 Iron,  |
|                       | Light      | of war     |      | (50  | 1000 Stone, |
|                       |            | over areas |      | over | 1000 Wood   |
|                       |            | of water   |      | wate |             |
|                       |            | within 50  |      |      |             |
|                       |            | tiles.     |      |      |             |
| Temple of Zeus        | Sanctity   | Player's   | 3500 |    4 | 1000 Iron,  |
|                       |            | units      |      |      | 1000 Stone, |
|                       |            | self-heal  |      |      | 1000 Wood   |
|                       |            | automatica |      |      |             |
| Ishtar Gates          | Safe       | +200%      | 3500 |    4 | 1000 Iron,  |
|                       | Guard      | Building   |      |      | 1000 Stone, |
|                       |            | Hit        |      |      | 1000 Wood   |
|                       |            | Points.    |      |      |             |
| Library of Alexandria | Survey     | Reveals    | 3500 |    4 | 1000 Gold,  |
|                       |            | all fully  |      |      | 1000 Stone, |
|                       |            | constructe |      |      | 1000 Wood   |
|                       |            | enemy      |      |      |             |
|                       |            | buildings. |      |      |             |
| Tower of Babylon      | Revelati   | Player's   | 3500 |    4 | 1000 Gold,  |
|                       |            | priests    |      |      | 1000 Stone, |
|                       |            | convert    |      |      | 1000 Wood   |
|                       |            | with an    |      |      |             |
|                       |            | area       |      |      |             |
|                       |            | effect.    |      |      |             |
| Orbital Space Station | Starwars   | Morale     | 3500?| tba  | tba         |
|                       |            | boost for  |      |      |             |
|                       |            | all space  |      |      |             |
|                       |            | units      |      |      |             |
+-----------------------+------------+------------+------+------+-------------+


 ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____
/_____//____/|                                                   /_____//____/|
|  ___|  ___/                                                    |  ___|  ___/
| <___| <___/|                  5. - Resources                   | <___| <___/|
|  ___|  ___/					                 |  ___|  ___/
| <___| <___/|                                                   | <___| <___/|
|_____|_____/					                 |_____|_____/
            """"""""""""""""""""""""""""""""""""""""""""""""""""""

There are five resources that can be collected in Empire Earth. On space maps,
the wood/tree resource is replaced with 'carbon' but it is basically the same
thing just a different name is all. As far as anyone knows, trees don't exist
on Mars, so it had to be changed to something else and carbon sounds good to
me too.

All resources are essential in some way. In the early epochs, iron is not
needed whereas in the later epochs, stone becomes nearly obsolete. Resource
priority should revolve around what you are trying to do. If trying to build
up your economy, food becomes the priority for making citizens to forage and
hunt for food, chop wood, mine the other resources. Wood becomes important
for buildings and for some units, so that should be #2 priority when starting
out. If going defensive, stone comes next as it allows towers and such which
help protect you from invaders and act as an early warning that you are being
attacked. Many times the towers get taken down but it lets you know where
someone is and the tower does kind of delay the enemy. Gold and iron if or as
needed after that. Always try to get as much of each as possible and always
try to have the full amount of people (6) harvesting as much resource as
possible (without cutting into your military that you need to maintain
through the PopCap [Population Capacity]). Remember also, that each resource
you control is a resource that your opponent doesn't have. That is also why
your resources are essential to protect because without them, you have no
future. Without a military to protect those resources, you have no future
either. Resources need to have a purpose. Collect with a plan. If you need
more wood and less gold then move some from gold over to wood. The game
really is "fighting" but is really a lot of management as well. The best
generals and military leaders are good resource managers. You can know the
terrain and where to attack and all, but without the troops in the area to
carry out that plan, the plan is kind of worthless. Also, without the proper
military and upgrades, the plan will most likely fail as well (but not always
either). You need to keep track of everything and get a 'plan' going. People
think tanks and planes and stuff but really, without having the resources to
make them, the plan becomes just a dream as Stalin marches all over your
beaches and bombards your undefended capitol. If no one is there mining the
iron to build the bombers, the bombers can't be built. Work with a plan, but
a flexible plan in case something else comes along. Always be prepared for
the worst, because sooner or later it WILL happen.


-------------------------------------------------------------------------------
    S     |
  SSSSS   |
 SS S     |
  SSSSS   | 5a. Food
    S SS  |
 SSSSSS   |
    S     |
-------------------------------------------------------------------------------

The first resource is food. Food is used for epoching up and creating certain
military units. Infantry, archers, medics, cavalry, heroes, priests,
prophets, citizens, support units (diplomats and such), cybers (hey, the
creators of computer stuff are WELL known for putting away loads of food),
some tanks, and many upgrades use food. Food sources include:

fish, forage patch, farm, rice patty^, cyber farm*, chicken, deer, eagle,
elephant, giraffe, goat, hippopotamus, horse, ostrich, tiger, walrus, wolf.

So that means hunting, farming, and fishing. Hunting doesn't require anything
except a citizen. Farming requires some wood (not much though) to build the
farm with. Once you create a farm, the food resource of 300,000 most likely
will not run out. If the farm is destroyed however, you need to reinvest
resources into building those farms again. Best to keep your farms and other
resources protected. Fishing uses a boat which requires wood as well. Fishing
boats can't fight back so they need protection as well.

Note also that if you don't exterminate all of an animal, they create more.
So a few horses left unhunted can gradually become a herd so long as not
hunted to extinction. Some animals (like wolves, elephants, and such) have an
attack and it might be better to hunt them into extinction than to get
messages about being attacked now and then. What? You never had giraffe steak
or baked hippo surprise? Well, now's your chance... (well, a chance for your
citizens to enjoy it at least).


-------------------------------------------------------------------------------
    S     |
  SSSSS   |
 SS S     |
  SSSSS   | 5b. Wood
    S SS  |
 SSSSSS   |
    S     |
-------------------------------------------------------------------------------

Wood is the possible 'short supply' resource on a map. Trees, unlike animals,
don't grow back. So once they are gone, they don't come back. Also, each tree
isn't 300,000 wood so they can possibly run out (unlikely but possible). Wood
is mainly used in most buildings, siege weapons (catapults and such), archers,
ships, and upgrades to most of these as well.

And in the space maps, wood becomes carbon. Carbon is harvested just like wood
is and is also just as likely to possibly run out.


-------------------------------------------------------------------------------
    S     |
  SSSSS   |
 SS S     |
  SSSSS   | 5c. Stone
    S SS  |
 SSSSSS   |
    S     |
-------------------------------------------------------------------------------

Stone is used pretty much for defensive structures like towers, walls, and
gates. Stone is also used for wonders but primarily is the defense structure
resource. In tournament mode, walls and towers aren't as durable but they are
still useful in any game mode. Towers help alert you to attacks and also, when
used properly, slow down the opponent so that you can bring in your defensive
forces to deal with these barbaric invaders on your soil. Stone is mined from a
stone mine.


-------------------------------------------------------------------------------
    S     |
  SSSSS   |
 SS S     |
  SSSSS   | 5d. Gold
    S SS  |
 SSSSSS   |
    S     |
-------------------------------------------------------------------------------

Gold is pretty much like the money of the resources. Gold is used for many
upgrades and for many different units. Gold is also used for some wonders.
Priests, prophets and many of their upgrades revolve around gold. To build a
strong army and to do research, gold is essential.


-------------------------------------------------------------------------------
    S     |
  SSSSS   |
 SS S     |
  SSSSS   | 5e. Iron
    S SS  |
 SSSSSS   |
    S     |
-------------------------------------------------------------------------------

Iron is pretty much needed for armored type units like tanks, strong ships, and
also for upgrades and such. A couple wonders also require iron as well. Iron is
needed for a strong army and really needed with gold if you wish to develop an
air force in the later epochs. 


 ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____
/_____//____/|                                                   /_____//____/|
|  ___|  ___/                                                    |  ___|  ___/
| <___| <___/|               6. - Special Powers                 | <___| <___/|
|  ___|  ___/					                 |  ___|  ___/
| <___| <___/|                                                   | <___| <___/|
|_____|_____/					                 |_____|_____/
            """"""""""""""""""""""""""""""""""""""""""""""""""""""

 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


 -----------------------------------------------------------------------------


                                    1.

                                *ADAPTATION*

                              Costs: 15 Civ Points
                             Epochs: COPPER -> SPACE
                          Offensive: 1/10
                          Defensive: 4/10
                            Overall: 3/10
                           Hex Code: F906
Description:
    Enables you to have the enemy's 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. It has been used well
in diplomatic games where someone temporarily unallies someone to convert a
town centre to take their powers. Can work well in Prehistoric epoch games as
religion is powerful at that time.
Very fiddly power, difficult to use but can work on some occasions.


 ------------------------------------------------------------------------------


            ,                                                     ,
             \                         2.                        /
             ||                                                 ||
 C:::::::::::||                 *ADVANCED MINING*               ||:::::::::::>
             ||                                                 ||
             /                   Costs: 25 Civ Points            \
            `                   Epochs: ALL                       `
                             Offensive: NA/10
                             Defensive: NA/10
                               Overall: 4/10
                              Hex Code: EF06
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. May only work best in no rush type
games.


 -----------------------------------------------------------------------------


                                       3.

                                  *BUNDESWEHR*

                                 Costs: 5 Civ Points
                                Epochs: INDUSTRIAL -> MODERN
                             Offensive: 4/10
                             Defensive: 6/10
                               Overall: 3/10
                              Hex Code: F206
Description:
    Lets you convert citizens to crappy weak partisan 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 it's only 5 civilization points! But also greatly
increases the cost of the powers if you want to add them to your civilization.


 -----------------------------------------------------------------------------


                                       4.

                                  *CAMOUFLAGE*

                                 Costs: 25 Civ Points
                                Epochs: ALL
                             Offensive: 8/10
                             Defensive: 3/10
                               Overall: 6/10
                              Hex Code: F106
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.


 -----------------------------------------------------------------------------


                                       5.

                                  *CLOAKING*
                                 Costs: 25 Civ Points
                                Epochs: ALL
                             Offensive: 0/10
                             Defensive: 10/10
                               Overall: 5/10
                              Hex Code: F806
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. This power is vital to achieve the rub
off cloaking glitch; see Glitches FAQ.


 -----------------------------------------------------------------------------


   |        !?
   |
   + \                                 6.
   \\.G_.*=.
    `(H'/.\|                    *CONQUISTADORS*
     .>' (_--.
   _=/d  ,^\                     Costs: 5 Civ Points
  ~~ \)-'  '                    Epochs: MIDDLE -> INDUSTRIAL
     / |                     Offensive: 8/10
    '  '                     Defensive: 8/10
                               Overall: 6/10
                              Hex Code: FB06
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!


 -----------------------------------------------------------------------------


                                       7.

                                  *CRUSADERS*

                                 Costs: 15 Civ Points
                                Epochs: BRONZE -> INDUSTRIAL
                             Offensive: 8/10
                             Defensive: 3/10
                               Overall: 5/10
                              Hex Code: E906
Description:
    Changes your infantry to glowing infantry, which can convert enemy units,
difficult power to use, rather poor and underpowered power.
    Very fiddly, not many people use this but it is needed to produce the
Infinite Fanatiscm glitch, see Glitches FAQ;
http://www.gamefaqs.com/features/recognition/49375.html


 -----------------------------------------------------------------------------


                                       8.
 cxxxxx{;;;;;;;;;;;;;;;;;;;;;>                  <;;;;;;;;;;;;;;;;;;;;;}xxxxx)
                                 *CYBER NINJA*

                                 Costs: 15 Civ Points
                                Epochs: SPACE
                             Offensive: 7/10
                             Defensive: 2/10
                               Overall: 3/10
                              Hex Code: F606
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.


 -----------------------------------------------------------------------------


       __                               9.                    __
      /_/\/\                                                 /_/\/\
      \_\  /                      *EMISSARIES*               \_\  /
      /_/  \                                                 /_/  \
      \_\/\ \                    Costs: 20 Civ Points        \_\/\ \
         \_\/                   Epochs: ALL                     \_\/ !?
                             Offensive: 7/10
                             Defensive: 3/10
                               Overall: 4/10
                              Hex Code: EB06
Description:
    Instead of priests being built from your temple, emissaries 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.


 -----------------------------------------------------------------------------


       _____                            10.                     ___
  ,-``"_____"``-,                                           ...(___)...
 ((((___   ___))))                *EXPANSIONISM*         ,.`___ | | ___`.,
 |`-.___`-`___.-`|                                       | /.:.:| |:.:.\ |
  `-.____.____.-`                Costs: 30 Civ Points    | \____._.____/ |
                                Epochs: ALL              |`-.___( )___.-`|
                             Offensive: NA/10            |       V       |
                             Defensive: NA/10             `-.___-+-___.-`
                               Overall: 10/10
                              Hex Code: FA06
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.


 -----------------------------------------------------------------------------


     .--.
    .+--+..                            11.
   /  N   \\
  |   |    ||                    *EXPLORATION*
  |W  o   E||                                               .-.  .-.
  |   '    ||                    Costs: 5 Civ Points       /  /_/  /|
   \  S   //                    Epochs: ALL               /_ /_/__//
    \____//                  Offensive: 4/10             |()|/|()|/
                             Defensive: 2/10              ``   ``
                               Overall: 5/10
                              Hex Code: EC06
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
your resources and the enemy's location fast!


 -----------------------------------------------------------------------------


                                       12.

                          >__<    *FANATICISM*    >__<

                                 Costs: 15 Civ Points
                                Epochs: ALL
                             Offensive: 8/10
                             Defensive: 4/10
                               Overall: 7/10
                              Hex Code: EA06
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.
A devastating power if used in large numbers, but long range siege can kill
fanatic infantry.


 -----------------------------------------------------------------------------


 \\\\\___________________\"-._         13.      _.-"/___________________/////
 /////~~~~~~~~~~~~~~~~~~~/.-'` *FLAMING ARROWS* `'-.\~~~~~~~~~~~~~~~~~~~\\\!?

                                 Costs: 25 Civ Points
                                Epochs: COPPER -> RENAISSANCE
                             Offensive: 6/10
                             Defensive: 3/10
                               Overall: 5/10
                              Hex Code: E606
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.


 -----------------------------------------------------------------------------


                                       14.

                                  *INSURANCE*

                                 Costs: 20 Civ Points
                                Epochs: ALL
                             Offensive: NA/10
                             Defensive: NA/10
                               Overall: 4/10
                              Hex Code: ED06
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...


 -----------------------------------------------------------------------------


   ( ) ( )                             15.
    `_^_'
    / |,\                  *JUST IN TIME MANUFACTURING*
   |- ' -|
    \_,_/                        Costs: 20 Civ Points
    /___\!?                     Epochs: ALL
                             Offensive: 5/10
                             Defensive: 5/10
                               Overall: 6/10
                              Hex Code: FC06
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 Halftrack.
    Great power in no rush games. Not so good in Deathmatch because you have to
wait 2 minutes before it lets you use it.


 -----------------------------------------------------------------------------


         ___                           16.
   _,.-"`   `"-.,_
  /    |\/|      /|                 *MARKET*
 /_,.-"`..`"-.,_/i|
 ||'"```  ```"'|ii|              Costs: 20 Civ Points
 ||IIIIIIIIIII||ii|             Epochs: World War 1 -> Space
 ||IIIIIIIIIII||ii|          Offensive: NA/10
 ||IIIIIIIIIII||i/           Defensive: NA/10
 |_____________|/              Overall: 8/10
                              Hex Code: F506
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.


 -----------------------------------------------------------------------------


                                       17.

                                 *METALLURGY*

                                 Costs: 30 Civ Points
                                Epochs: ALL
                             Offensive: NA/10
                             Defensive: NA/10
                               Overall: 6/10
                              Hex Code: EE06
Description:
    Lets you use iron & gold simultaneously, as one resource. Superb for
rushing with, and most likely its primary use. Many people get confused on how
to use this power, it is AUTOMATIC meaning if you overspend your iron the game
will automatically start using your gold that you have available. There is no
seperate button you press to enable it, it is all automatic.
Best in short-term, not so good in the long-term.


 -----------------------------------------------------------------------------


                                                                  ,:
                                                                ,' |
                                       18.                     /   :
                                                            __/   /
                                 *MISSILE BASE*             \/ />/
                                                            /  </_\
                                 Costs: 15 Civ Points    __/   /
                                Epochs: DIGITAL -> SPACE )'-. /
                             Offensive: 10/10           ./  :\
                             Defensive: 3/10            /.' '
                               Overall: 8/10           /
                              Hex Code: F706         '/' !?
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.


 -----------------------------------------------------------------------------


   '   '                                                              '   '
 '   '   '                                                          '   '   '
  .-'`'-.                              19.                           .-'`'-.
 (_______)                                                          (_______)
  \  |  /                        *PARATROOPERS*                      \  |  /
   \ | /                                                              \ | /
    \o/                           Name: Paratroopers                   \o/
    -|-                          Costs: 15 Civ Points                  -|-
    /`\                         Epochs: World War 2 -> Space           /`\
                             Offensive: 9/10
                             Defensive: 2/10
                               Overall: 8/10
                              Hex Code: F406
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".


 -----------------------------------------------------------------------------


                                       20.

                                 *PATHFINDING*

                                 Costs: 25 Civ Points
                                Epochs: ALL
                             Offensive: 8/10
                             Defensive: 2/10
                               Overall: 6/10
                              Hex Code: F406
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 crossbows 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!


 -----------------------------------------------------------------------------


    .-,                                                                .-,
  8` |  `8                             21.                           8` |  `8
  `-.+.-`                                                            `-.+.-`
    | |                          *PRIEST TOWER*                        | |
   |\_/|                                                              |\_/|
  |\___/|                        Costs: 30 Civ Points                |\___/|
  |\___/|                       Epochs: ALL                          |\___/|
 |\_____/|                   Offensive: 4/10                        |\_____/|
 |\ | | /|                   Defensive: 9/10                        |\ | | /|
  `-,_,-`                      Overall: 9/10                         `-,_,-`
                              Hex Code: E806
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 or stone epoch where universities can't be built..
Prophets quaking them seems to be the only counter in Prehistoric/Stone age.


 -----------------------------------------------------------------------------


        __                                                           __
      ()__)+.-.                        22.                         ()__)_.-.
  _.-' ()__) _/]                                               _.-' ()__) _/]
 // _.-' .---)\_                *SAS COMMANDOS*               // _.-' .---)\_
  //`--;`    \_!?                                              //`--;`    \_!?
                                 Costs: 15 Civ Points
                                Epochs: World War 1 -> Space
                             Offensive: 7/10
                             Defensive: 4/10
                               Overall: 7/10
                              Hex Code: F306
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 air force or tanks, they will be easily
slaughtered!


 -----------------------------------------------------------------------------


                                       23.

                                   *SLAVERY*

                                 Costs: 10 Civ Points
                                Epochs: ALL
                             Offensive: NA/10
                             Defensive: NA/10
                               Overall: 3/10
                              Hex Code: E706
Description:
Gives you a free citizen at capitol every time an enemy loses a citizen.
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
   1,024th enemy citizen death  = 11th citizen received at capitol
   2,048th enemy citizen death  = 12th citizen received at capitol
   4,096th enemy citizen death  = 13th citizen received at capitol
   2,048th enemy citizen death  = 14th citizen received at capitol
   8,192th enemy citizen death  = 15th citizen received at capitol
  16,384th enemy citizen death  = 16th citizen received at capitol
  32,768th enemy citizen death  = 17th citizen received at capitol
  65,536th enemy citizen death  = 18th citizen received at capitol
 13,1072th enemy citizen death  = 19th citizen received at capitol
 26,2144th enemy citizen death  = 20th citizen received at capitol

and so on..

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

    On very rare occasions, this power can come in handy, for example in "slut"
rushes. "Slut" rush is the slang term used to rush the enemy with very
few military units minutes into the beginning of the game. Useless in the
long-term.


 ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____
/_____//____/|                                                   /_____//____/|
|  ___|  ___/                                                    |  ___|  ___/
| <___| <___/|       7. - Misc Units Not in Random Map           | <___| <___/|
|  ___|  ___/					                 |  ___|  ___/
| <___| <___/|                                                   | <___| <___/|
|_____|_____/					                 |_____|_____/
            """"""""""""""""""""""""""""""""""""""""""""""""""""""

Animals

chicken, deer, dolphin, eagle, elephant, fish, flies, giraffe, goat, hippo,
horse, ostrich, shark, tiger, vermin, walrus, and wolf.

Military Units (only available in scenarios/campaigns)

Note also, only unit names given, since they are campaign/scenario only units
game roles may vary depending on how they are used.

This page is done more to show the extra units that you may not see if you
only play random map or multiplayer type games.

Many units do not appear in the campaigns that ship with Empire Earth and The
Art of Conquest Expansion pack.

Advanced Mining Unit*, Albatross D.V. Fighter, Artifact, Ashikagu Arquebus,
Black Robe, British Infantry, Cargo Plane, Cargo Truck, Catalina*, Catapult
Ship - Bronze, Catapult Ship

Celtic Warrior*, Centurion*, Child (I - III), Child (IV - V), Child (VI -
IX), Child (X - XV), Chinese Infantry, Companion Cavalry, Court Jester
(Gollet), Dauntless*, Diplomat (I - III), Diplomat (IV - V), Diplomat (VI -
IX), Diplomat (X - XV), Dune Patrol*, Egyptian Warrior*, Engineer, F-80
Fighter/Bomber, F-86 Fighter, FW 190 Fighter

Gallic Warrior*, German Infantry, German Machine Gun, Golden Hind, Huskarl,
Incan Warrior, Japanese Carrier*, Japanese Zero*, LST*

ME 110 Bomber, MiG-15 Fighter, Mining Unit*, Moorish Cavalry, Moorish
Infantry, P-38 Lightning, Persian Immortal, Radio Man*, Riot Police*, Roman
Legionnaire*, Roman Senator*, Royal Guard, Samurai, Senator*

Shock Trooper, Sopwith Triplane, Spanish Cavalry, Spanish Infantry, Spy,
Staff Car, Standard Bearer*, Trojan Horse, UFO, Yamato Capitol Ship*, Zeus II

Heroes that are only available in scenarios/campaigns^ These are heroes that
don't appear in regular games and are for campaign/scenario play.

 Titus Labenius*, Achilles, Gaius Marius*, Greek Captain*, Hierakles,
Pericles, Sulla*, The Pope, Black Prince, El Cid, Tariq, William on Foot,
Duke of Wellington, Manfred von Richtofen in Plane (Red Baron), Hauptmann
Durer/Prophet Durer, German Officer, "Bulldog" Ramsey*, Lt. Stock*, Black
Robe Officer, Grigor Stoyanovich, Grigor II (Command Unit), General Bhuta
Kwai*

Arc Light, Bamboo Gate*, Bamboo Tower*

Bamboo Wall*, Barbed Wire

Buckingham Palace

Buddha Statue, Castle Keep, Castle Walls & Towers, Computer, Control Panel,
Crate*

Eiffel Tower, Espionage Headquarters, Flag, FTL (Faster Than Light) Research
Center*, Gas Light

Greek Ruins, Hot Springs, Hydroponics Lab*, Iwo Jima Statue #1*, Iwo Jima
Statue #2*, Lighthouse, Maoi Statue, Minaret

Missile Base (XI - XIII), Missile Base (XIV - XV), Mosque, Mounted Statue,
Naval Mine*, Nike Statue, Obelisk*, Oil Drum*

Olmec Statue, Pagoda, Pillbox, RADAR Center, Sandbag #1*, Sandbag #2*,
Street Lamp, Tank Barrier

Pyramid*

Tar Pit, Tent, Time Machine, Tower of London, Tumbleweed

* denotes unit/building only available in the Empire Earth - The Art of
Conquest add-on pack.

^ denotes unit/building only available in
campaign/scenario play.




 ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____
/_____//____/|                                                   /_____//____/|
|  ___|  ___/                                                    |  ___|  ___/
| <___| <___/|              8. - Notes/references                | <___| <___/|
|  ___|  ___/					                 |  ___|  ___/
| <___| <___/|                                                   | <___| <___/|
|_____|_____/					                 |_____|_____/
            """"""""""""""""""""""""""""""""""""""""""""""""""""""


-------------------------------------------------------------------------------

8a. Developer features

-------------------------------------------------------------------------------

Features of Empire Earth
========================

Taken from the Empire Earth manual

* Epic scope - spans over 500,000 years from the discovery of fire
  to laser technology and beyond.

* 14 different Epochs - replay all of human history or just the
  span of time that interests you.

* Train more than 200 different kinds of units.

* Battle on land, air, and sea - in addition to armies, you can
  build wide varieties of ships and aircraft.

* Fight wars of the future with advanced robotic and anti-gravity
  units using secret weapons.

* Enlist great historical Heroes - such as William the Conqueror
  and Napoleon - to enhance your military abilities.

* Customize your military units by improving their strength or
  equipment.

* Play in Standard mode for a more-strategic empire building game
  or tournament mode for faster-paced action.

* Have your Prophets devastate opponents by calling down Calamities
  such as volcanic eruptions, earthquakes, and deadly plagues.

* Engage in historic siege warfare - breach an enemy's walls with
  catapults, rams, and siege towers.

* Increase the morale of your soldiers to improve their offensive
  and defensive capabilities.

* Match wits with the cunning AI or coordinate attacks with your
  computer-player allies.

* Construct 20 types of buildings and research 150 technologies.
  A helpful technology tree foldout is included.

* Temples, Universities, and other buildings provide additional
  defensive measures beyond simple walls and towers.

* Create your own civilization from 100 different attributes or
  choose from 21 predefined civilizations.

* Different paths to victory, including military conquest and
  constructing Wonders of the World.

* Six different Wonders, each with its own special power.

* Special effects such as a day/night cycle, weather, translucent
  water, smoke, and special attack effects.

* Experience expertly balanced gameplay - each unit has its
  strengths and weaknesses.

* Gather 5 different resources that vary in importance depending
  on your strategy.

* Play four epic single-player campaigns that each follow a
  civilization's extraordinary rise to power.

* Training scenarios guide you through the basics of game play.

* Gorgeous random maps of various types and sizes for the
  ultimate replayability.

* Create your own original maps, scenarios, campaigns, and even
  in-game movies with the included editors.


Features of Empire Earth - The Art of Conquest Expansion
========================================================

Taken from the manual (note requires the original, full version
of Empire Earth to play).

* An epoch set in the far reaches of outer space.

* Three single-player campaigns that bring you from the Roman
  Empire to World War II to the future.

* Two more heroes to help you in your quest for supremacy.

* Two new civilizations to guide.

* Unique capabilities for all civilizations.

* More buildings, including a new Wonder.

* More units, from flaming arrows to a spy satellite.


-------------------------------------------------------------------------------

8b. Patches

-------------------------------------------------------------------------------

Empire Earth Patches.

v1.0.4.0 Empire Earth patch
===========================

* Fixed a crash when players were scrolling along the edge of the
  map.

* Fixed a crash that could occur upon exiting the Civilization
  Builder.

* Fixed a crash that could occur if the chat window was brought up
  twice.

* Fixed a crash that would result from excessively long chat
  messages.

* Fixed a crash that would occur if a Target Cyber was both being
  converted and time warped at the same instant.

* Fixed a bug that prevented the right ctrl key from being
  registered properly.

* Fixed a building hit point calculation bug that would result
  from the destruction of a player's Ishtar Gates.

* Fixed a few random map issues that would result in uneven player
  start position with the Plains map.

* Fixed a bug where the game audio would sometimes cease to play.

* Fixed a bug where the computer player AI could sometimes build
  over its pop cap.

* Fixed a couple issues that could result with players losing
  their connection upon game start.

* Improved granularity of the mouse - increased the top speed
  while also better handling accuracy issues on fickle mice.

* Fixed a bug where the @ symbol could not be entered on some
  non-English keyboard layouts.

* Fixed a bug where the random map generator would fail on
  non-English language systems.


v2.0.0.0 Empire Earth patch
===========================

* Single-Player Difficulty Setting

* New Multiplayer Lobby

* (undocumented) Adds ability to change player color in
  random map mode - no more just playing as blue.


-------------------------------------------------------------------------------

8c. Technology list

-------------------------------------------------------------------------------

Technology Tree - Empire Earth


Prehistoric Age (I)
-------------------

TEMPLE
Mysticism (+60% Prophet HP)
Sandals (+1 Prophet Speed)


Stone Age (II)
--------------

CAPITOL
Hafted Tools (+15% Stone Gathering)

TEMPLE
Shamanism (+1 Prophet Range)
Ancestor Worship (+1 Temple Range)
Ceremonial Burial (+100% Priest HP)


Copper Age (III)
----------------

CAPITOL
Fine-Edged Tools (+15% Hunting/Foraging)
Hand Axe (+15% Wood Gathering)
Upgrade -> Copper Age Towers

GRANARY
Irrigation (+15% Farming)

HOSPITAL
Herbal Medicines (+70% Citizen/Dog HP, +3 Citizen Attack)

TEMPLE
Mythology (+1 Priest Speed)
Polytheism (+1 Priest Range)

UNIVERSITY
Oil Lamp (+1 Building LOS)


Bronze Age (IV)
---------------

CAPITOL
Metal Casting (+15% Gold Gathering)
Hardened Chisel (+15% Iron Gathering)
Upgrade -> Bronze Age Walls/Towers

HOSPITAL
Hippocratic Oath (+Hospital Rate and Range)

TEMPLE
Oracle (+1 Prophet Speed)
Monotheism (+1 Temple Range)

UNIVERSITY
Pulley (+50% Building HP)
Philosophy (+1 University Range)


Dark Age (V)
------------

CAPITOL
Falconry (+15% Hunting/Foraging)
Iron Saw (+15% Wood Gathering)

HOSPITAL
Comparative Anatomy (+42% Citizen/Dog HP and +2 Citizen Attack)
Pharmacy (+1 Citizen Speed)
Sanitation (+5 Pop Cap)

TEMPLE
Sainthood (+1 Prophet Range)
Prophecy (+40% Prophet HP)
Excommunication (+1 Priest Range)

UNIVERSITY
Commercial Law (-50% Tribute Cost)
Cofferdam (+100% Dock Repair Rate)


Middle Age (VI)
---------------

CAPITOL
Amalgamation (+15% Gold Gathering)
Shaft Mining (+15% Iron Gathering)
Upgrade -> Medieval Walls/Towers

GRANARY
Wheeled Plow (+15% Farming)

TEMPLE
Crusades (+1 Temple Range)
Indulgences (+1 Priest Speed)
Inquisition (+50% Priest HP)

UNIVERSITY
Bulls-Eye Lantern (+1 Building LOS)
Law School (+1 University Range)


Renaissance (VII)
-----------------

CAPITOL
Windlass (+15% Stone Gathering)

HOSPITAL
Human Anatomy (+30% Citizen/Dog HP and +2 Citizen Attack)
Quarantine (+Hospital Rate and Range)

TEMPLE
Tarot (+1 Prophet Speed)
Astrology (+1 Prophet Range)
Printing Press (Priest Can Convert Priests)


Imperial Age (VIII)
---------------

CAPITOL
Land Conservation (+15% Hunting/Foraging)
Forestry (+15% Wood Gathering)
Upgrade -> Imperial Age Walls/Towers

HOSPITAL
Orthopedics (+1 Citizen Speed)
Chemical Drugs (+5 Pop Cap)

TEMPLE
Occultism (+25% Prophet HP)
Reformation (+1 Priest Range)
Missionaries (Priests Can Convert Buildings)

UNIVERSITY
Strengthened Concrete (+33% Building HP)
Scientific Method (+1 University Range)
Dry Dock (+150% Dock Repair Rate)


Industrial Age (IX)
-------------------

CAPITOL
Steam Engine (+15% Gold Gathering)
Mining Explosives (+15% Iron Gathering)

GRANARY
Enclosure (+15% Farming)

HOSPITAL
Pasteurization (+20% Citizen/Dog HP and +3 Citizen Attack)
Anesthesia (+Hospital Rate and Range)

TEMPLE
Sunday School (+1 Temple Range)
Religious Tolerance (+25% Priest HP)

UNIVERSITY
Gas Lamp (+1 Building LOS)


Atomic Age - WWI (X)
--------------------

CAPITOL
Hammer Drilling Rigs (+15% Stone Gathering)
Upgrade -> Concrete Walls/Towers

HOSPITAL
Vitamins (+1 Citizen Speed)

TEMPLE
Radio Services (+1 Priest Speed)

UNIVERSITY
Civil Liberties (+1 University Range)


Atomic Age - WWII (XI)
----------------------

CAPITOL
Environmental Law (+15% Hunting/Foraging)
Mechanized Logging (+15% Wood Gathering)

HOSPITAL
DNA Research (+30% Citizen/Dog HP and +3 Citizen Attack)
Vaccinations (+5 Pop Cap)

TEMPLE
Televangelism (+1 Priest Range)

UNIVERSITY
Scuba Repairs (+80% Dock/Naval Yard Repair Rate)


Atomic Age - Modern (XII)
-------------------------

CAPITOL
Hydraulic Mining (+15% Gold Gathering)
Basic Oxygen Furnace (+15% Iron Gathering)

GRANARY
Pesticides (+15% Farming)

HOSPITAL
MRI (+Hospital Rate and Range)

TEMPLE
Religious Resurgance (+20% Priest HP)

UNIVERSITY
Building Codes (+25% Building HP)


Digital Age (XIII)
------------------

CAPITOL
Self-Sufficiency (+15% Hunting/Foraging) note: not in Expansion
Upgrade -> Laser Walls/Towers

HOSPITAL
Genetic Engineering (+20% Citizen/Dog HP and +3 Citizen Attack)

TEMPLE
Virtual Services (+1 Priest Speed)

UNIVERSITY
Digital Library (+1 University Range)


Nano Age (XIV)
--------------

CAPITOL
Atom Manipulation (+15% Gold Gathering)
Core Mining (+15% Iron Gathering)

GRANARY
Hydroponics (+15% Farming)

HOSPITAL
Cybernetics (+1 Citizen Speed)
Anti-Aging Pill (+5 Pop Cap)

TEMPLE
Mind Control (+20% Priest Recharge Rate)


Space Age (XV)
--------------

CAPITOL
Upgrade -> Space Walls/Towers

GRANARY
Robotic Farm (No Citizens needed for farming)

HOSPITAL
Damage Control (Space units heal selves)

TEMPLE
Faith Healing (Increases Priest Hit Points)
Quantum Theology (Increases Prophet Recharge Rate)

UNIVERSITY
Zero G Engineers (+15% Space Dock Repair Rate)


-------------------------------------------------------------------------------

8d. Hotkey table

-------------------------------------------------------------------------------
+---------------------------+-------------------------------------------------+
| Key                       | Action                                          |
|---------------------------+-------------------------------------------------|
| View Keys                 |                                                 |
| Up Arrow                  | Scroll Up                                       |
| Down Arrow                | Scroll Down                                     |
| Left Arrow                | Scroll Left                                     |
| Right Arrow               | Scroll Right                                    |
| Right Bracket ']'         | Zoom In                                         |
| Left Bracket '['          | Zoom Out                                        |
| Period                    | Follow Unit                                     |
| F2                        | Toggle through perspective Zoom modes           |
| F5                        | Toggle through 3 Show Hidden Units modes        |
| F9                        | Take a Screen Shot with the User Interface      |
| Shift-F9                  | Take a Screen Shots without the User Interface  |
| Ctrl-F9                   | Take a Low Resolution Screen Shot of the Entire |
|                           | Map                                             |
| Alt-F9                    | Take a High Resolution Screen Shot of the       |
|                           | Entire Map                                      |
| Space                     | Move to location of last player event (keep     |
|                           | pressing to review the queue of recent events)  |
| Key                       | Action                                          |
| Selection Keys            |                                                 |
| Tab                       | idle Citizen                                    |
| Comma                     | Idle Military Unit                              |
| A                         | Idle Atomic Bomber                              |
| B                         | Idle Bomber                                     |
| D                         | Idle Fighter/Bomber                             |
| F                         | Idle Fighter                                    |
| Ctrl-#                    | Create group #                                  |
| Shift-#                   | Add selection to group #                        |
| Alt-#                     | Select and center group #                       |
| #                         | Seelct group # (Press the group's number)       |
| ##                        | Select and center group # (Press number twice)  |
| H                         | Select and center Town Center                   |
| Ctrl-A                    | Select and center Archery Range                 |
| Ctrl-B                    | Select and center Barracks                      |
| Ctrl-C                    | Select and center Siege Factory                 |
| Ctrl-D                    | Select and center Dock                          |
| Ctrl-F                    | Select and center Tank Factory                  |
| Ctrl-G                    | Select and center Granary                       |
| Ctrl-I                    | Select and center Missile Base (Campaigns Only) |
| Ctrl-N                    | Select and center Settlement                    |
| Ctrl-Q                    | Select and center Airport                       |
| Ctrl-R                    | Select and center Cyber Factory                 |
| Ctrl-S                    | Select and center Stable                        |
| Ctrl-V                    | Select and center Naval Yard                    |
| Ctrl-X                    | Select and center Cyber Lab                     |
| Ctrl-Y                    | Select and center Temple                        |
| Key                       | Action                                          |
| Game Commands             |                                                 |
| Numpad+                   | Increase Game Speed                             |
| Numpad-                   | Decrease Game Speed                             |
| Esc                       | Cancels Current Input or Action Mode (exits     |
|                           | cinematics in scenarios)                        |
| Enter                     | Chat                                            |
| F1                        | Return to Scenario Editor (When in Test Mode)   |
| F3                        | Pause                                           |
| F4                        | Quick Save                                      |
| Shift-F4                  | Quick Load                                      |
| Ctrl-F4                   | Auto Save Load                                  |
| F10                       | In-Game Options                                 |
| F11                       | Toggle Display of Game Clock/Speed and Frame    |
|                           | Rate                                            |
| Alt-F                     | Enter Flare Mode                                |
| Page Up                   | Previous Messages                               |
| Ctrl-Shift-Z              | All out "Banzai" computer player attack -       |
|                           | allied computer players will assist you (single |
|                           | player only)                                    |
| Ctrl-Alt-Z                | All out "Banzai" computer player attack -       |
|                           | allied computer players will not assist you     |
|                           | (single player only)                            |
| Key                       | Action                                          |
| Unit Commands             |                                                 |
| Shift                     | Show Goal Queue/Add Goal to Queue (with other   |
|                           | key)                                            |
| B                         | Unit Behaviors                                  |
| G                         | Garrison / Populate a Building                  |
| L                         | Explore                                         |
| M                         | Formations                                      |
| P                         | Stop                                            |
| D                         | Unload Transport / Fortress                     |
| Z                         | Patrol (Land Military Units Only)               |
| Del                       | Kill First Selected Unit                        |
| Shift-Del                 | Kill All Selected Units                         |
| Unit Behaviors            |                                                 |
| Alt-A                     | Agressive                                       |
| Alt-D                     | Defend (Stand Ground)                           |
| Alt-G                     | Guard (Guards a location)                       |
| Alt-S                     | Scout                                           |
| Citizens                  |                                                 |
| A                         | Build Archery Range or AA Gun                   |
| B                         | Build Barracks                                  |
| C                         | Build Siege Factory                             |
| D                         | Build Dock                                      |
| E                         | Build House                                     |
| F                         | Build Tank Factory                              |
| J                         | Build Granary / Farms                           |
| N                         | Build Settlement                                |
| O                         | Build Fortress                                  |
| Q                         | Build Airport                                   |
| R                         | Build Cyber Factory                             |
| S                         | Build Stable                                    |
| T                         | Build Tower                                     |
| U                         | Build University                                |
| V                         | Build Naval Yard                                |
| W                         | Build Wall                                      |
| X                         | Build Cyber Lab                                 |
| Y                         | Build Temple                                    |
| Z                         | Build Hospital                                  |
| Priests                   |                                                 |
| C                         | Convert                                         |
| Prophets                  |                                                 |
| A                         | Plague                                          |
| C                         | Hurricane                                       |
| E                         | Earthquake                                      |
| F                         | Firestorm                                       |
| R                         | Malaria                                         |
| V                         | Volcano                                         |
| Tempest                   |                                                 |
| A                         | Anti-Matter Storm                               |
| R                         | Resonator                                       |
| Hades                     |                                                 |
| E                         | Teleport                                        |
| T                         | Time Warp                                       |
| V                         | Nano-Virus                                      |
| Apollo                    |                                                 |
| C                         | Ion Pulse                                       |
| R                         | Repair                                          |
| S                         | Diffraction Shield                              |
| Furies                    |                                                 |
| D                         | Self-Destruct                                   |
| Poseidon                  |                                                 |
| C                         | Assimilate                                      |
| Transports                |                                                 |
| D                         | Unload                                          |
| Strategist Heroes         |                                                 |
| C                         | Battle Cry                                      |
| Key                       | Action                                          |
| Buildings                 |                                                 |
| I                         | Set Rally Point                                 |
| Town Center / Capitol (H) |                                                 |
| C                         | Create Citizen                                  |
| E                         | Train Strategist Hero                           |
| R                         | Train Warrior Hero                              |
| B                         | Produce Spotting Balloon                        |
| D                         | Train Canine Scout (Dog)                        |
| A                         | Research Epoch Advance                          |
| G                         | Research Gold Mining Technologies               |
| N                         | Research Hunting / Foraging Technologies        |
| S                         | Research Iron Mining Technologies               |
| T                         | Research Stone Mining Technologies              |
| U                         | Research Wall & Tower Upgrades                  |
| W                         | Research Wood Cutting Technologies              |
| Archery Range (Ctrl-A)    |                                                 |
| A                         | Train Foot Archers                              |
| C                         | Train Chariot and Cavalry Archers               |
| E                         | Train Ranged Spear Throwers                     |
| F                         | Train Elephant Archer                           |
| X                         | Train Crossbow Man                              |
| Barracks (Ctrl-B)         |                                                 |
| A                         | Train Ranged Shock (Gun) Units and Sampson      |
| B                         | Train Grenade Launcher and Bazooka              |
| C                         | Train Medics                                    |
| D                         | Train Elite Guard                               |
| E                         | Train Pierce (Spear) Units and Flame Thrower    |
| F                         | Train hand Cannoneer and Mortars                |
| G                         | Train Machine Gunner                            |
| N                         | Train Barbarian                                 |
| R                         | Train Sharp-shooters and Snipers                |
| S                         | Train Melee Shock (Sword) Units and Stinger     |
|                           | Soldier                                         |
| T                         | Train Partisan                                  |
| V                         | Train Viking                                    |
| W                         | Train Rock Thrower                              |
| Dock (Ctrl-D)             |                                                 |
| B                         | Build Battleships                               |
| C                         | Build Cruisers (Anti-Air)                       |
| D                         | Build Frigates                                  |
| F                         | Build Fishing Boats                             |
| G                         | Build Galley/Galleons                           |
| T                         | Build Transports                                |
| Stable (Ctrl-S)           |                                                 |
| C                         | Train Shock (Melee) Cavalry                     |
| E                         | Train Pierce (Spear) Cavalry                    |
| F                         | Train War Elephant                              |
| G                         | Train Gun Cavalry                               |
| S                         | Train Persian Cavalry                           |
| Siege Factory (Ctrl-C)    |                                                 |
| A                         | Build Anti-Tank (AT) Guns                       |
| B                         | Build Artillery                                 |
| C                         | Build Siege Weapons                             |
| E                         | Build Field Cannon                              |
| G                         | Build Siege Cannon                              |
| R                         | Build Rams                                      |
| S                         | Build Field Weapons (pre-gunpowder)             |
| T                         | Build Siege Towers                              |
| Navy Yard (Ctrl-V)        |                                                 |
| C                         | Build Aircraft Carriers                         |
| G                         | Build Sea Kings (Anti-Sub)                      |
| S                         | Build Attack Submarines                         |
| T                         | Build Nuclear-Powered Missile Submarines        |
| Tank Factory (Ctrl-F)     |                                                 |
| F                         | Build Mobile AA Units                           |
| S                         | Build Armor-Piercing (AP) Tanks                 |
| T                         | Build High-Explosive (HE) Tanks                 |
| Airport (Ctrl-Q)          |                                                 |
| V                         | Set Atomic Bomber Rally Point                   |
| X                         | Set Bomber / Helicopter Rally Point             |
| Z                         | Set Fighter Rally Point                         |
| A                         | Build Atomic Bombers                            |
| C                         | Build Anti-Tank (AT) Helicopters                |
| E                         | Build Gunship Helicopters                       |
| F                         | Build Fighter / Bombers                         |
| G                         | Build Sea Kings (Anti-Sub)                      |
| R                         | Build Transport Helicopters                     |
| S                         | Build Fighters                                  |
| T                         | Build Anti-Tank (AT) Airplanes                  |
| Aircraft Carrier (Ctrl-Q) |                                                 |
| F                         | Build Fighter / Bombers                         |
| Cyber Factory (Ctrl-R)    |                                                 |
| A                         | Build Ares Cybers                               |
| C                         | Build Pandora Cybers                            |
| R                         | Build Hyperion Cybers                           |
| T                         | Build Minotaur Cybers                           |
| Z                         | Build Zeus Cybers                               |
| Cyber Lab (Ctrl-X)        |                                                 |
| A                         | Build Apollo Cyber                              |
| D                         | Build Hades Cyber                               |
| E                         | Build Poseidon Cyber                            |
| F                         | Build Furies Cyber                              |
| T                         | Build Tempest Cyber                             |
| Temple (Ctrl-Y)           |                                                 |
| E                         | Train Priest                                    |
| R                         | Train Prophet                                   |
| A                         | Research Techs to Increase Temple Range         |
| B                         | Research Tech to Allow Conversion of Buildings  |
| C                         | Research Tech to Allow Conversion of Priests    |
| D                         | Research Techs to Increase Prophet Speed        |
| F                         | Research Techs to Increase Priest Hit Points    |
| M                         | Research Techs to Increase Priest Recharge Rate |
| N                         | Research Techs to Increase Prophet Range        |
| P                         | Research Techs to Increase Prophet Hit Points   |
| S                         | Research Techs to Increase Priest Speed         |
| T                         | Research Techs to Increase Priest Range         |
| University                |                                                 |
| B                         | Research Techs to Increase Building Line of     |
|                           | Sight                                           |
| F                         | Research Techs to Increase Hit Points           |
| R                         | Research Techs to Increase University Range     |
| S                         | Research Techs to Increase Rate of Repair at    |
|                           | Dock                                            |
| T                         | Research Tech to Decrease Cost of Tributes      |
| Hospital                  |                                                 |
| A                         | Research Techs to Increase Citizen Attack and   |
|                           | Hit Points                                      |
| C                         | Research Techs to Increase Your Pop Cap         |
| R                         | Research Techs to Increase Hospital Healing     |
|                           | Rate                                            |
| S                         | Research Techs to Increase Citizen Speed        |
| Granary                   |                                                 |
| F                         | Research Techs to Increase Farming Rate         |
| R                         | Replant Farms                                   |
| Wall                      |                                                 |
| G                         | Make Gate                                       |
+---------------------------+-------------------------------------------------+


-------------------------------------------------------------------------------

8e. Hero table

-------------------------------------------------------------------------------

  Warrior Heroes:
+--------------------+----------+--------+------+-------+-------+-------------+
| Unit Name          | Epoch    | Attack | HP   | Range | Speed | Weapon Type |
+--------------------+----------+--------+------+-------+-------+-------------|
| Gilgamesh          | III      |     41 | 1275 | --    |    16 | Shock       |
| Hannibal           | IV       |     46 | 1800 | --    |    16 | Shock       |
| Julius Caesar      | V        |     52 | 2250 | --    |    16 | Shock       |
| Richard the        | VI       |     60 | 2775 | --    |    16 | Shock       |
| Lionheart          |          |        |      |       |       |             |
| Henry V            | VII      |     90 | 3270 | --    |    16 | Shock       |
| Oliver Cromwell    | VIII     |    110 | 3750 | --    |    16 | Shock       |
| Napoleon           | IX       |    140 | 4245 |     8 |    16 | Gun         |
| Manfred von        | X        |    150 | 4740 |     8 |    14 | Gun         |
| Richthofen         |          |        |      |       |       |             |
| Travis Shackelford | XI       |    160 | 5235 |     8 |    14 | Gun         |
| Dennis St. Albans  | XII      |    180 | 5730 |     8 |    14 | Gun         |
| Molotov            | XIII     |    230 | 5300 |     8 |    14 | Laser       |
| Cyborg Molotov     | XIV      |    360 | 6075 |     8 |    14 | Laser       |
+--------------------+----------+--------+------+-------+-------+-------------+
| Strategist Heroes                                                           |
+--------------------+----------+--------+------+-------+-------+-------------+
| Unit Name          | Epoch    | Attack | HP   | Range | Speed | Weapon Type |
+--------------------+----------+--------+------+-------+-------+-------------|
| Sargon of Akkad    | III      |     12 |  900 | --    |    16 | Shock       |
| Alexander the      | IV       |     14 | 1235 | --    |    16 | Shock       |
| Great              |          |        |      |       |       |             |
| Charlemagne        | V        |     16 | 1575 | --    |    16 | Shock       |
| William the        | VI       |     19 | 1950 | --    |    16 | Shock       |
| Conqueror          |          |        |      |       |       |             |
| Isabella           | VII      |     22 | 2300 | --    |    16 | Shock       |
| Elizabeth I        | VIII     |     25 | 2610 | --    |    16 | Shock       |
| Otto von Bismarck  | IX       |     33 | 3000 |     8 |    16 | Gun         |
| Givan DeVerran     | X        |     43 | 3330 |     8 |    14 | Gun         |
| Erwin Rommel       | XI       |     55 | 3650 |     8 |    14 | Gun         |
| RW Bresden         | XII      |     60 | 4000 |     8 |    14 | Gun         |
| Dr. Alexi Septimus | XIII     |     70 | 4725 |     8 |    14 | Laser       |
| Molly Ryan         | XIV      |     85 | 5000 |     8 |    14 | Laser       |
+--------------------+----------+--------+------+-------+-------+-------------+


-------------------------------------------------------------------------------

8f. Unit stats table

-------------------------------------------------------------------------------


+--------------------+----------+----------+----------+----------+----------+
| Unit Name          | Epoch    | Weapon   | Cost     | Attack   | Hit      |
|                    |          |          |          |          | Points   |
|--------------------+----------+----------+----------+----------+----------|
| Town Center /      |          |          |          |          |          |
| Capitol Units &    |          |          |          |          |          |
| Temple Units       |          |          |          |          |          |
| Citizen            | All      | Varied   | Food     |        4 |       65 |
| Priest             | All      | -        | Food,    |        0 |      100 |
|                    |          |          | Gold     |          |          |
| Prophet            | All      | -        | Food,    |        0 |      150 |
|                    |          |          | Gold     |          |          |
| Canine Scout       | All      | -        | Food     |        0 |       60 |
| Balloon            | IX, X    | -        | Gold,    |        0 |      600 |
|                    |          |          | Wood     |          |          |
| Archers            |          |          |          |          |          |
| Unit Name          | Epoch    | Weapon   | Cost     | Attack   | Hit      |
|                    |          |          |          |          | Points   |
| Slinger            | II       | Arrow    | Gold,    |        9 |       70 |
|                    |          |          | Wood     |          |          |
| Simple Bowman      | III      | Arrow    | Gold,    |        9 |       95 |
|                    |          |          | Wood     |          |          |
| Javelin Thrower    | III      | Pierce   | Gold,    |       11 |      130 |
|                    |          |          | Wood     |          |          |
| Chariot Archer     | IV       | Arrow    | Gold,    |       17 |      180 |
|                    |          |          | Wood     |          |          |
| Elephant Archer    | IV       | Arrow    | Food,    |       25 |      600 |
|                    |          |          | Gold     |          |          |
| Composite Bow      | V        | Arrow    | Gold,    |       13 |      145 |
|                    |          |          | Wood     |          |          |
| Pilum              | V        | Pierce   | Gold,    |       13 |      155 |
|                    |          |          | Wood     |          |          |
| Cross Bow          | V        | Arrow    | Gold,    |       40 |      125 |
|                    |          |          | Wood     |          |          |
| Cavalry Archer     | VI       | Arrow    | Gold,    |       23 |      275 |
|                    |          |          | Wood     |          |          |
| Long Bow           | VI       | Arrow    | Gold,    |       17 |      190 |
|                    |          |          | Wood     |          |          |
| Infantry (Epochs   |          |          |          |          |          |
| I-V1)              |          |          |          |          |          |
| Unit Name          | Epoch    | Weapon   | Cost     | Attack   | Hit      |
|                    |          |          |          |          | Points   |
| Club Man           | I        | Shock    | Food,    |        8 |      135 |
|                    |          |          | Iron     |          |          |
| Rock Thrower       | I        | Shock    | Food,    |        5 |       75 |
|                    |          |          | Gold     |          |          |
| Spear Man          | II       | Pierce   | Food,    |       15 |       85 |
|                    |          |          | Iron     |          |          |
| Sampson            | II       | SW       | Gold,    |       60 |      105 |
|                    |          |          | Wood     |          |          |
| Mace Man           | III      | Shock    | Food,    |       13 |      150 |
|                    |          |          | Iron     |          |          |
| Short Sword        | IV       | Shock    | Food,    |       15 |      215 |
|                    |          |          | Iron     |          |          |
| Phalanx            | IV       | Pierce   | Food,    |       24 |      155 |
|                    |          |          | Iron     |          |          |
| Barbarian          | V        | Shock    | Food,    |       16 |      250 |
|                    |          |          | Iron     |          |          |
| Viking             | V        | Shock    | Food,    |       10 |      160 |
|                    |          |          | Iron     |          |          |
| Long Sword         | VI       | Shock    | Food,    |       29 |      400 |
|                    |          |          | Iron     |          |          |
| Pike Man           | VI       | Pierce   | Food,    |       40 |      240 |
|                    |          |          | Iron     |          |          |
| Infantry (Epochs   |          |          |          |          |          |
| VII-XIV)           |          |          |          |          |          |
| Unit Name          | Epoch    | Weapon   | Cost     | Attack   | Hit      |
|                    |          |          |          |          | Points   |
| Arquebus           | VII      | Gun      | Food,    |       44 |      270 |
|                    |          |          | Iron     |          |          |
| Musketeer          | VIII     | Gun      | Food,    |       44 |      325 |
|                    |          |          | Iron     |          |          |
| Halberdier         | VIII     | Pierce   | Food,    |       40 |      350 |
|                    |          |          | Iron     |          |          |
| Sharpshooter       | VIII     | Gun      | Food,    |       50 |      315 |
|                    |          |          | Gold     |          |          |
| Hand Cannoneer     | VIII     | FW       | Food,    |       65 |      350 |
|                    |          |          | Gold     |          |          |
| Medic - Imperial   | VIII     | -        | Food,    |        0 |      360 |
|                    |          |          | Gold     |          |          |
| Elite Guard        | IX       | Gun      | Food,    |       35 |      350 |
|                    |          |          | Iron     |          |          |
| Grenadier          | IX       | Gun      | Food,    |       44 |      390 |
|                    |          |          | Iron     |          |          |
| Partisan           | IX       | Gun      | Food,    |       20 |      325 |
|                    |          |          | Iron     |          |          |
| Doughboy           | X        | Gun      | Food,    |       44 |      370 |
|                    |          |          | Iron     |          |          |
| Grenade Launcher   | X        | AT       | Food,    |       16 |      425 |
|                    |          |          | Gold     |          |          |
| Sniper             | X        | Gun      | Food,    |       60 |      405 |
|                    |          |          | Gold     |          |          |
| Trench Mortar      | X        | FW       | Food,    |       90 |      375 |
|                    |          |          | Gold     |          |          |
| Machine Gun        | X        | Gun      | Food,    |       16 |      400 |
|                    |          |          | Gold     |          |          |
| Medic - Atomic     | XI       | -        | Food,    |        0 |      425 |
|                    |          |          | Gold     |          |          |
| Marine             | XI       | Gun      | Food,    |       52 |      470 |
|                    |          |          | Iron     |          |          |
| Bazooka            | XI       | AT       | Food,    |       20 |      625 |
|                    |          |          | Gold     |          |          |
| Flame Thrower      | XI       | SW       | Food,    |       25 |      430 |
|                    |          |          | Gold     |          |          |
| Stinger Soldier    | XII      | AA       | Food,    |       55 |      265 |
|                    |          |          | Gold     |          |          |
| Heavy Mortar       | XII      | FW       | Food,    |      120 |      425 |
|                    |          |          | Gold     |          |          |
| Sentinel           | XIII     | Laser    | Food,    |       62 |      600 |
|                    |          |          | Iron     |          |          |
| Medic - Digital    | XIII     | -        | Food,    |        0 |      500 |
|                    |          |          | Gold     |          |          |
| Guardian           | XIV      | Laser    | Food,    |       74 |      800 |
|                    |          |          | Iron     |          |          |
| Cavalry            |          |          |          |          |          |
| Unit Name          | Epoch    | Weapon   | Cost     | Attack   | Hit      |
|                    |          |          |          |          | Points   |
| Horseman           | III      | Shock    | Food,    |       17 |      240 |
|                    |          |          | Gold     |          |          |
| Bronze Cavalry     | IV       | Pierce   | Food,    |       23 |      290 |
|                    |          |          | Gold     |          |          |
| War Elephant       | IV       | Shock    | Food,    |       23 |      600 |
|                    |          |          | Gold     |          |          |
| Cataphract         | V        | Shock    | Food,    |       24 |      440 |
|                    |          |          | Gold     |          |          |
| Persian Cavalry    | V        | Pierce   | Food,    |       18 |      225 |
|                    |          |          | Gold     |          |          |
| Knight             | VI       | Pierce   | Food,    |       38 |      400 |
|                    |          |          | Gold     |          |          |
| Cuirassier         | VII      | Shock    | Food,    |       40 |      605 |
|                    |          |          | Gold     |          |          |
| Carabineer         | VII      | Gun      | Food,    |       55 |      425 |
|                    |          |          | Gold     |          |          |
| Dragoon            | IX       | Gun      | Food,    |       65 |      480 |
|                    |          |          | Gold     |          |          |
| Imperial           | IX       | Shock    | Food,    |       60 |      655 |
| Cuirassier         |          |          | Gold     |          |          |
| Siege & Artillery  |          |          |          |          |          |
| (Epochs IV-VI)     |          |          |          |          |          |
| Unit Name          | Epoch    | Weapon   | Cost     | Attack   | Hit      |
|                    |          |          |          |          | Points   |
| Stone Thrower      | IV       | FW       | Gold,    |       65 |      180 |
|                    |          |          | Wood     |          |          |
| Siege Tower        | IV       | -        | Gold,    |        0 |      675 |
|                    |          |          | Wood     |          |          |
| Catapult           | IV       | SW       | Gold,    |       85 |      160 |
|                    |          |          | Wood     |          |          |
| Ram                | IV       | SW       | Gold,    |      125 |      275 |
|                    |          |          | Wood     |          |          |
| Ballista           | VI       | FW       | Gold,    |       75 |      200 |
|                    |          |          | Wood     |          |          |
| Heavy Siege Tower  | VI       | -        | Gold,    |        0 |      720 |
|                    |          |          | Wood     |          |          |
| Trebuchet          | VI       | SW       | Gold,    |      150 |      215 |
|                    |          |          | Wood     |          |          |
| Heavy Ram          | VI       | SW       | Gold,    |      200 |      325 |
|                    |          |          | Wood     |          |          |
| Siege & Artillery  |          |          |          |          |          |
| (Epochs VII-XIV)   |          |          |          |          |          |
| Unit Name          | Epoch    | Weapon   | Cost     | Attack   | Hit      |
|                    |          |          |          |          | Points   |
| Culverin Cannon    | VII      | FW       | Iron,    |       80 |      215 |
|                    |          |          | Wood     |          |          |
| Basilisk Cannon    | VII      | SW       | Iron,    |      145 |      360 |
|                    |          |          | Wood     |          |          |
| Bombard            | VIII     | SW       | Iron,    |      140 |      175 |
|                    |          |          | Wood     |          |          |
| Bronze Cannon      | IX       | FW       | Iron,    |       90 |      280 |
|                    |          |          | Wood     |          |          |
| Serpentine Cannon  | IX       | SW       | Iron,    |      250 |      405 |
|                    |          |          | Wood     |          |          |
| 57mm AT Gun        | X        | AT       | Gold,    |       35 |      440 |
|                    |          |          | Wood     |          |          |
| Howitzer Cannon    | X        | SW       | Iron,    |      250 |      500 |
|                    |          |          | Wood     |          |          |
| Artillery          | X        | FW       | Iron,    |      175 |      225 |
|                    |          |          | Wood     |          |          |
| 120mm AT Gun       | XII      | AT       | Gold,    |       44 |      455 |
|                    |          |          | Wood     |          |          |
| Thor AT Gun        | XIII     | AT       | Gold,    |       52 |      550 |
|                    |          |          | Wood     |          |          |
| Paladin Cannon     | XIII     | SW       | Iron,    |      425 |      800 |
|                    |          |          | Wood     |          |          |
| Colossus Artillery | XIII     | FW       | Iron,    |      200 |      300 |
|                    |          |          | Wood     |          |          |
| Hercules AT Gun    | XIV      | AT       | Gold,    |       62 |      680 |
|                    |          |          | Wood     |          |          |
| Ships & Subs       |          |          |          |          |          |
| Unit Name          | Epoch    | Ship     | Cost     | Attack   | Hit      |
|                    |          | Type     |          |          | Points   |
| Fishing Raft       | II       | FB       | Wood     |        0 |      120 |
| Transport Raft     | II       | T        | Wood     |        0 |      120 |
| War Raft           | II       | F        | Iron,    |       12 |      220 |
|                    |          |          | Wood     |          |          |
| Transport - Copper | III      | T        | Wood     |        0 |      200 |
| Frigate - Copper   | III      | F        | Iron,    |       15 |      240 |
|                    |          |          | Wood     |          |          |
| Battleship -       | III      | B        | Gold,    |       62 |      900 |
| Copper             |          |          | Wood     |          |          |
| Galley - Copper    | III      | G        | Iron,    |        6 |      260 |
|                    |          |          | Wood     |          |          |
| Fishing Boat -     | IV       | FB       | Wood     |        0 |      280 |
| Bronze             |          |          |          |          |          |
| Frigate - Bronze   | IV       | F        | Iron,    |       18 |      310 |
|                    |          |          | Wood     |          |          |
| Battleship -       | IV       | B        | Gold,    |       72 |     1180 |
| Bronze             |          |          | Wood     |          |          |
| Galley - Bronze    | IV       | G        | Iron,    |        8 |      335 |
|                    |          |          | Wood     |          |          |
| Transport - Bronze | IV       | T        | Wood     |        0 |      360 |
| Frigate -          | V        | F        | Iron,    |       21 |      400 |
| Byzantine          |          |          | Wood     |          |          |
| Battleship -       | V        | B        | Gold,    |       90 |     1560 |
| Byzantine          |          |          | Wood     |          |          |
| Galley - Byzantine | V        | G        | Iron,    |        9 |      440 |
|                    |          |          | Wood     |          |          |
| Frigate - Middle   | VI       | F        | Iron,    |       25 |      540 |
|                    |          |          | Wood     |          |          |
| Battleship -       | VI       | B        | Gold,    |      108 |     2025 |
| Middle             |          |          | Wood     |          |          |
| Galley - Middle    | VI       | G        | Iron,    |       11 |      575 |
|                    |          |          | Wood     |          |          |
| Frigate -          | VII      | F        | Iron,    |       33 |      625 |
| Renaissance        |          |          | Wood     |          |          |
| Battleship -       | VII      | B        | Gold,    |      150 |     2450 |
| Renaissance        |          |          | Wood     |          |          |
| Galley -           | VII      | G        | Iron,    |       15 |      675 |
| Renaissance        |          |          | Wood     |          |          |
| Fishing Boat -     | VIII     | FB       | Wood     |        0 |      420 |
| Imperial           |          |          |          |          |          |
| Transport -        | VIII     | T        | Wood     |        0 |      530 |
| Imperial           |          |          |          |          |          |
| Frigate - Imperial | VIII     | F        | Iron,    |       38 |      750 |
|                    |          |          | Wood     |          |          |
| Battleship -       | VIII     | B        | Gold,    |      175 |     3060 |
| Imperial           |          |          | Wood     |          |          |
| Galleon - Imperial | VIII     | G        | Iron,    |       18 |      825 |
|                    |          |          | Wood     |          |          |
| Gunboat Cruiser    | VIII     | C        | Gold,    |       30 |     1400 |
|                    |          |          | Wood     |          |          |
| Frigate - Royal    | IX       | F        | Iron,    |       51 |     1060 |
|                    |          |          | Wood     |          |          |
| Battleship - Royal | IX       | B        | Gold,    |      200 |     4525 |
|                    |          |          | Wood     |          |          |
| Galleon - Royal    | IX       | G        | Iron,    |       24 |      110 |
|                    |          |          | Wood     |          |          |
| Transport - Atomic | X        | T        | Wood     |        0 |      750 |
| Good Hope          | X        | F        | Iron,    |       55 |     1350 |
|                    |          |          | Wood     |          |          |
| Dreadnought        | X        | B        | Gold,    |      230 |     5750 |
|                    |          |          | Wood     |          |          |
| Dardo Cruiser      | X        | C        | Gold,    |       70 |     2300 |
|                    |          |          | Wood     |          |          |
| U-Boat             | X        | S        | Iron,    |      130 |     1000 |
|                    |          |          | Wood     |          |          |
| Fishing Boat -     | XI       | FB       | Wood     |        0 |      700 |
| Trawler            |          |          |          |          |          |
| Frigate -          | XI       | F        | Iron,    |       68 |     1600 |
| Warrington         |          |          | Wood     |          |          |
| Bismarck           | XI       | B        | Gold,    |      276 |     6625 |
|                    |          |          | Wood     |          |          |
| Enterprise Carrier | XI       | AC       | Gold,    |        0 |     6000 |
|                    |          |          | Wood     |          |          |
| Nautilus           | XII      | S        | Iron,    |      200 |     1350 |
|                    |          |          | Wood     |          |          |
| Trident            | XII      | NS       | Gold,    |      800 |      800 |
|                    |          |          | Iron     |          |          |
| Fishing Boat -     | XIII     | FB       | Wood     |        0 |      900 |
| Digital            |          |          |          |          |          |
| Gargantua          | XIII     | T        | Wood     |        0 |      920 |
| Juggernaut         | XIII     | F        | Iron,    |      100 |     2100 |
|                    |          |          | Wood     |          |          |
| Leviathan          | XIII     | B        | Gold,    |      380 |     8600 |
|                    |          |          | Wood     |          |          |
| Sagittarian        | XIII     | C        | Gold,    |      110 |     3800 |
|                    |          |          | Wood     |          |          |
| Nexus Carrier      | XIII     | AC       | Gold,    |        0 |     8000 |
|                    |          |          | Wood     |          |          |
| Hammerhead         | XIV      | S        | Iron,    |      250 |     1900 |
|                    |          |          | Wood     |          |          |
| Triton             | XIV      | NS       | Gold,    |     1000 |     1000 |
|                    |          |          | Iron     |          |          |
| Tanks              |          |          |          |          |          |
| Unit Name          | Epoch    | Weapon   | Cost     | Attack   | Hit      |
|                    |          |          |          |          | Points   |
| A7V                | X        | AP       | Food,    |       85 |      405 |
|                    |          |          | Iron     |          |          |
| MkV                | X        | HE       | Food,    |       85 |      315 |
|                    |          |          | Iron     |          |          |
| Halftrack          | X        | AA       | Food,    |       50 |      450 |
|                    |          |          | Iron     |          |          |
| Panzer             | XI       | AP       | Food,    |      100 |      500 |
|                    |          |          | Iron     |          |          |
| Sherman            | XI       | HE       | Food,    |      100 |      400 |
|                    |          |          | Iron     |          |          |
| Leopard            | XII      | AP       | Food,    |      110 |      600 |
|                    |          |          | Iron     |          |          |
| M1                 | XII      | HE       | Food,    |      110 |      450 |
|                    |          |          | Iron     |          |          |
| Gladiator          | XIII     | Laser    | Food,    |      110 |      600 |
|                    |          |          | Iron     |          |          |
| Skywatcher         | XIII     | AA       | Food,    |      100 |      575 |
|                    |          |          | Iron     |          |          |
| Centurion          | XIV      | Laser    | Food,    |      145 |      750 |
|                    |          |          | Iron     |          |          |
| Aircraft           |          |          |          |          |          |
| Unit Name          | Epoch    | Weapon   | Cost     | Attack   | Hit      |
|                    |          |          |          |          | Points   |
| Fokker DR.1        | X        | F/B      | Gold,    |       18 |      350 |
|                    |          |          | Iron     |          |          |
| Sopwith            | X        | F        | Gold,    |       17 |      425 |
|                    |          |          | Iron     |          |          |
| Gotha              | X        | B        | Gold,    |      100 |      850 |
|                    |          |          | Iron     |          |          |
| ME 109             | XI       | F/B      | Gold,    |       22 |      425 |
|                    |          |          | Iron     |          |          |
| ME 262             | XI       | F/B      | Gold,    |       26 |      500 |
|                    |          |          | Iron     |          |          |
| Spitfire           | XI       | F        | Gold,    |       23 |      502 |
|                    |          |          | Iron     |          |          |
| P=51               | XI       | F        | Gold,    |       26 |      550 |
|                    |          |          | Iron     |          |          |
| HE 111             | XI       | B        | Gold,    |      120 |      110 |
|                    |          |          | Iron     |          |          |
| B-17               | XI       | B        | Gold,    |      135 |     1400 |
|                    |          |          | Iron     |          |          |
| Typhoon            | XI       | F/B      | Gold,    |       11 |      450 |
|                    |          |          | Iron     |          |          |
| B-29               | XI       | AB       | Gold,    |     2200 |      400 |
|                    |          |          | Iron     |          |          |
| Corsair            | XI       | F/B      | Gold,    |       12 |      496 |
|                    |          |          | Iron     |          |          |
| F-117              | XII      | F/B      | Gold,    |      190 |      625 |
|                    |          |          | Iron     |          |          |
| F-15               | XII      | F        | Gold,    |      236 |      661 |
|                    |          |          | Iron     |          |          |
| B-2                | XII      | B        | Gold,    |      160 |     1700 |
|                    |          |          | Iron     |          |          |
| B-52               | XII      | AB       | Gold,    |     2800 |      500 |
|                    |          |          | Iron     |          |          |
| A-10               | XII      | F/B      | Gold,    |       14 |      575 |
|                    |          |          | Iron     |          |          |
| F-14               | XII      | F/B      | Gold,    |      105 |      610 |
|                    |          |          | Iron     |          |          |
| Helicopter         | XII      | H        | Gold,    |        0 |      550 |
| Transport          |          |          | Iron     |          |          |
| Helicopter Gunship | XII      | H        | Gold,    |       25 |      450 |
|                    |          |          | Iron     |          |          |
| Helicopter AT      | XII      | H        | Gold,    |       75 |      850 |
|                    |          |          | Iron     |          |          |
| Sea King           | XII      | H        | Gold,    |      400 |      315 |
|                    |          |          | Iron     |          |          |
| Talon              | XIII     | F/B      | Gold,    |      337 |      740 |
|                    |          |          | Iron     |          |          |
| Jackal             | XIII     | F        | Gold,    |      285 |      796 |
|                    |          |          | Iron     |          |          |
| B-122 Wyvern       | XIII     | B        | Gold,    |      200 |     2000 |
|                    |          |          | Iron     |          |          |
| Titan              | XIII     | AB       | Gold,    |     3300 |      600 |
|                    |          |          | Iron     |          |          |
| Avenger            | XIII     | F/B      | Gold,    |      120 |      740 |
|                    |          |          | Iron     |          |          |
| Pegasus            | XIII     | H        | Gold,    |        0 |      660 |
|                    |          |          | Iron     |          |          |
| Reaper Gunship     | XIII     | H        | Gold,    |       35 |      600 |
|                    |          |          | Iron     |          |          |
| Spectre AT         | XIII     | H        | Gold,    |      100 |     1100 |
|                    |          |          | Iron     |          |          |
| Sea King II        | XIII     | H        | Gold,    |      475 |      450 |
|                    |          |          | Iron     |          |          |
| Phoenix            | XIV      | F/B      | Gold,    |      265 |      860 |
|                    |          |          | Iron     |          |          |
| Nebula             | XIV      | F        | Gold,    |      338 |      941 |
|                    |          |          | Iron     |          |          |
| Cybers             |          |          |          |          |          |
| Unit Name          | Epoch    | Type     | Cost     | Attack   | Hit      |
|                    |          |          |          |          | Points   |
| Ares               | XIII     | Combat   | Food,    |       65 |     1200 |
|                    |          |          | Gold     |          |          |
| Pandora            | XIII     | Combat   | Food,    |       67 |      550 |
|                    |          |          | Gold     |          |          |
| Hyperion           | XIII     | Combat   | Food,    |      105 |     2200 |
|                    |          |          | Gold     |          |          |
| Minotaur           | XIII     | Combat   | Food,    |       72 |     1500 |
|                    |          |          | Gold     |          |          |
| Apollo             | XIII     | Ultra    | Food,    |        0 |     2500 |
|                    |          |          | Iron     |          |          |
| Furies             | XIII     | Ultra    | Food,    |      150 |      900 |
|                    |          |          | Iron     |          |          |
| Tempest            | XIII     | Ultra    | Food,    |      115 |      800 |
|                    |          |          | Iron     |          |          |
| Ares II            | XIV      | Combat   | Food,    |       75 |     1500 |
|                    |          |          | Gold     |          |          |
| Pandora II         | XIV      | Combat   | Food,    |       80 |      660 |
|                    |          |          | Gold     |          |          |
| Hyperion II        | XIV      | Combat   | Food,    |      130 |     2500 |
|                    |          |          | Gold     |          |          |
| Minotaur II        | XIV      | Combat   | Food,    |       82 |     1800 |
|                    |          |          | Gold     |          |          |
| Zeus               | XIV      | Combat   | Food,    |      350 |     2300 |
|                    |          |          | Gold     |          |          |
| Hades              | XIV      | Ultra    | Food,    |        0 |     1700 |
|                    |          |          | Iron     |          |          |
| Poseidon           | XIV      | Ultra    | Food,    |        0 |     3000 |
|                    |          |          | Iron     |          |          |
+--------------------+----------+----------+----------+----------+----------+


 ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____
/_____//____/|                                                   /_____//____/|
|  ___|  ___/                                                    |  ___|  ___/
| <___| <___/|                9. - Version History               | <___| <___/|
|  ___|  ___/					                 |  ___|  ___/
| <___| <___/|                                                   | <___| <___/|
|_____|_____/					                 |_____|_____/
            """"""""""""""""""""""""""""""""""""""""""""""""""""""
 LATEST VERSIONS OF MY GUIDES LOCATED AT
 http://www.gamefaqs.com/features/recognition/49375.html

* Version 1.00 - 16th July 2009
  Every section 99% or more complete.

* Version ?.?? - ???? ???? 2???
  TBA.


 ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____
/_____//____/|                                                   /_____//____/|
|  ___|  ___/                                                    |  ___|  ___/
| <___| <___/|           10. - Copyright/contact                 | <___| <___/|
|  ___|  ___/					                 |  ___|  ___/
| <___| <___/|                                                   | <___| <___/|
|_____|_____/					                 |_____|_____/
            """"""""""""""""""""""""""""""""""""""""""""""""""""""

Copyright 2009 to me and TheAceMan

This document may not be modified in any way, shape or form unless consent by
the author or for personal private use.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

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 and untouched.
    The document MUST remain in its ORIGINAL text form.
(d) this document must NOT be used in any illegal activities of any kind.

Latest version will ALWAYS be located on the GameFaqs.com server.
All my guides - http://www.gamefaqs.com/features/recognition/49375.html

I can be contacted via oblivion_ee hotmail.com AceMan's details are listed
under the credits section below.


 ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____
/_____//____/|                                                   /_____//____/|
|  ___|  ___/                                                    |  ___|  ___/
| <___| <___/|                  11. - Credits                    | <___| <___/|
|  ___|  ___/					                 |  ___|  ___/
| <___| <___/|                                                   | <___| <___/|
|_____|_____/					                 |_____|_____/
            """"""""""""""""""""""""""""""""""""""""""""""""""""""

                             Me - for creating the guide
                      TheAceMan - for creating this guide and allowing me to
                                  improve and distribute it
                                  http://theaceman4.fortunecity.com/index.html
                                  gohanssm.aceman at verizon dot net
        Stainless Steel Studios - for creating Empire Earth
               Mad Doc Software - for creating Empire Earth Xpack
                         Sierra - for publishing Empire Earth & Xpack
                   Rick Goodman - for playing a major part in EE's creation
                          CJayC - for having this guide on GameFAQS
                 Jonathan Chang - gamefaqs.com/features/recognition/22776.html
                                  for helpful website
      network-science.de/ascii/ - helpful website for ASCII art
                            You - for reading it