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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. ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____ /_____//____/| /_____//____/| | ___| ___/ | ___| ___/ | <___| <___/| 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? ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____ /_____//____/| /_____//____/| | ___| ___/ | ___| ___/ | <___| <___/| 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) ------------------------------------------------------------------------------- XX XX | XX XX | XXXX | 2X Atomic - WWI Epoch XX XX | XX XX | ------------------------------------------------------------------------------- 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) ------------------------------------------------------------------------------- XX XX IIIII | XX XX III | XXXX III | 2XI Atomic - WWII XX XX III | XX XX IIIII | ------------------------------------------------------------------------------- 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) ------------------------------------------------------------------------------- XX XX IIIII IIIII | XX XX III III | XXXX III III | 2XII Modern XX XX III III | XX XX IIIII IIIII | ------------------------------------------------------------------------------- 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) ------------------------------------------------------------------------------- XX XX IIIII IIIII IIIII | XX XX III III III | XXXX III III III | 2XIII Digital XX XX III III III | XX XX IIIII IIIII IIIII | ------------------------------------------------------------------------------- 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) ------------------------------------------------------------------------------- XX XX IIIII VV VV | XX XX III VV VV | XXXX III VV VV | 2XIV Nano XX XX III VV VV | XX XX IIIII VVV | ------------------------------------------------------------------------------- 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