Industrial Epoch IX

(1700 AD - 1900 AD)

Best viewed in 800x600 or higher resolution
 

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)
 

* denotes unit/building only available in the Empire Earth - The Art of Conquest add-on pack.

note: The orange and brown colors seem pretty industrial to me.

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