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Analysis
The modern era of warfare takes hold. Planes,
Tanks, Submarines, and newer units as well. Warfare has become very
devastating and more complicated than before.
There are 3 fronts of land, sea, and air now to contend with. Each front
has its own challenges as well. Units also become
more specialized with units for attacking specific types of targets
(gameplay-wise at least). Air fighters are for
attacking air targets while fighter/bombers attack air and ground while
bombers attack only ground. For Civilization
Specific Powers, Germany loses the Bundeswehr ability after this epoch.
In the
air, get used to the fighter and atomic bomber
combo but the fighter may get replaced by the Helicopter now depending
on
the player's taste. In the water, Carriers with
Nautilus Subs are now a common sight with possibly some Trident Submarines
hanging around for protection now. On the ground,
Observation Balloons as spotters for artillery and some ranged infantry
units. Tanks now provide support for artillery
and the Flak Halftrak for defense against air attacks. Getting a bit much
to
keep track of yet? Wait until next epoch with
the advent of cybers.
Economy
Wood is needed in this epoch but is becoming less
needed overall. Food is starting to become obsolete but is still needed
in
the beginning for Citizens and Infantry plus
epoching up. Wood is needed for boats, farming, and buildings. Gold is
needed
as well. Iron is needed as much as gold now.
With air warfare, walls and towers are becoming much less important but
can
still be helpful on many maps. With the advent
of artillery that can fire over walls though, the wall security of yesteryear
is not
as good. Iron and gold are the big necessities
now and until the end of time (the last epoch ends in ? but starts in 2200).
Remember too, more options means you need more resources.
Unit resource breakdowns:
120mm AT Gun = gold & wood
A-10 (Warthog) Anti-Tank Plane = gold & iron
Artillery = iron & wood
B-2 (Stealth) Bomber = gold & iron
B-52 Atomic Bomber = gold & iron
Battleship - Bismarck = gold & wood
Bazooka = food & gold
Canine Scout = food
Carrier - Enterprise = gold & wood
Citizen = food
Cruiser - Dardo = gold & wood
F-117 Fighter/Bomber = gold & iron
F-14 - Carrier Plane = gold & iron
F-15 Fighter = gold & iron
Fishing Boat - Trawler = wood
Flak Halftrak = food & iron
Flame Thrower = food & gold
Frigate - Warrington = iron & wood
Heavy Mortar = food & gold
Helicopter AT (Anti-Tank) = gold & iron
Helicopter Gunship = gold & iron
Helicopter Transport = gold & iron
Howitzer Cannon = iron & wood
Leopard Tank = food & iron
M1 Tank = food & iron
Machine Gun = food & iron
Marine = food & iron
Medic - Atomic = food & gold
Nautilus Submarine = iron & wood
Observation Balloon = gold & wood
Priest = food & gold
Prophet = food & gold
Sea King Helicopter = gold & iron
Sniper = food & gold
Stinger Soldier = food & gold
Transport - Atomic = wood
Trident Submarine = gold & iron
Building resource breakdowns
88mm AA Gun = gold & wood
Airport = wood
Barracks = wood
Dock = wood
Farm = wood
Fortress = wood
Granary = wood
Hospital = stone & wood
House = stone & wood
Naval Yard = wood
Settlement = wood
Siege Factory = wood
Tank Factory = wood
Temple = stone & wood
Tower = stone
University = stone & wood
Wall/Gate = stone
Wonders can also be built (see here for description)
Coliseum = gold & stone & wood
Ishtar Gates = iron & stone & wood
Library of Alexandria = gold & stone &
wood
Pharos Lighthouse = iron & stone & wood
Temple of Zeus = iron & stone & wood
Tower of Babylon = gold & stone & wood
To start out, you'll need a couple Citizens
which you should start out with. Next objective is to build a
Settlement
Town Center then Capitol
as needed. To upgrade
from a Settlement to a Town Center requires 5
Citizens to populate the Settlement. After 10 Citizens populate a Town
Center
it becomes a Capitol. Adding more citizens adds
a bigger morale bonus. From a Town Center or a Capitol (but not a
Settlement) you can produce more Citizens or
even the Canine Scout
which can go through trees and makes a decent
unit to "see what the Joneses are up to". Got
to keep up with those Joneses you know.
Also, try to keep a Settlement, Town Center or
Capitol near resources so that the resources are gathered
faster. Don't make the citizens have to walk
too far.
In this epoch starts something that may be confusing
to some. The Observation Balloon
is built at the Town Center
and Capitol. The icon for this is
which looks the same as an upgrade icon. It is a unit though and not an
upgrade. It is
located at the right side AFTER the upgrades.
The Observation Balloon is a great asset for scouting. It helps to provide
a line
of sight for artillery pieces and other long
range units as well as a scout unit.
Next is the house .
The house makes your units stronger and more durable within range of the
house.
Houses help improve your defenses. Town Centers
and Capitols also provide defensive bonuses as well.
There are two upgrades in this epoch. The first
is Hydraulic Mining
which increases gold production. The second is
Basic Oxygen Furnace
which increases iron production. Get both when possible.
Towers, Walls & Gates (defense)
***
After you get your economy going with food and
wood production/collection, you'll want to start thinking about your defensive
and military options. For defense, you need to
make a choice between weaker wooden palisades, which are easier to make
but not as durable, or the more durable stone
variety. Unless tapped for stone, I recommend the stone defenses. In a
pinch
though use the wooden palisades. Remember also
that wood burns and there is the Prophet's Fire Storm. The ability to create
a gate from 5 inline walls exists. Walls should
be used to slow down the enemy and are fairly quick and inexpensive to
build.
Walls can't fight back like Towers can but do
serve well to slow down an enemy from getting to a place you don't want
them
to be. Also take note, trees and other obstacles
make great boundaries for your village, town, and eventual (hopefully)
prosperous city. Also note that Carthage's Pathfinding*
ability negates this boundary strategy in The Art of Conquest
Expansion.
Priests/Prophets
In all epochs, the Priests
and Prophets are made
at the Temple. The safeguard against Priests is the University.
Units within range of a University can not be
converted by Priests. Prophets can not do their 'voodoo' around a temple
so
there is protection against Prophets if you plan
out making Temples for protection. Priests work well as defense now since
the Universities your opponent probably has up
cancel out any attack abilities. They are nice as defense though because
the
enemy comes into your camp and you get new units
(even over your Pop Cap). The Prophet is still as useful as ever.
Launch some of those 'voodoo' whoodoos when the
opportunity arises then go back and recharge afterwards.
There is one upgrades available in the Atomic
- Modern Epoch. Religious Resurgance
increases
Priest hit points.
Military
Heroes
Dennis St. Albans
is the Warrior Hero. RW Bresden
is the Strategist Hero.
See chapter XI in the Empire Earth manual for
more information on heroes.
Airport
This is a very powerful building that produces
powerful units. Fighters help keep the skies clean and bombers massively
blow stuff up. Planes are fragile units but are
also very devastating as well. There are four types of planes available
but now
there are helicopters thrown in as well. The
first plane is the F-15 Fighter
which rules the air. The next plane is the
F-117 (Stealth) fighter/bomber
which can attack land and air but is not as damaging at either attack as
the fighter
or bomber are. Next is another type of plane,
the A-10 (Warthog) . And next
is the B-2 (Stealth) Bomber
which blows up ground units but can't fight against
air units. Finally is the new REALLY devastating plane,
the B-52 Atomic Bomber ,
be sure to watch the mushroom cloud of this one.
You'll know this one by the gigantic flash of light beforehand. Kaboom!
Next comes the helicopters. Helicopters repair
when hovering over an airport but don't have to refuel like planes do.
Therefore helicopters make great raiding units.
First is the Sea King which
is great against submarines. Next
is the Helicopter Transport
which transports units. Next is the Helicopter Anti-Tank .
And finally,
the Helicopter Gunship .
If coming from the previous epoch (XI) then you'll
need to really upgrade
again. The P-51 (Mustang) to the
F-15, the ME262 to the F-117, the B-17 to the
B-2, the B-29 to the B-52, the Typhoon to the A-10 (Warthog).
Barracks
The first Barracks unit is the Marine .
Next is the Bazooka . Next
would be the Sniper which
is a sniper unit
(one shot = 1 kill against infantry units). Another
unit is the Heavy Mortar .
Next is the Machine Gun
(yet another
ranged infantry unit). Another is the Flame Thrower .
Next is the Stinger Soldier .
And finally, the useful Medic
which heals units on the go instead of units
having to go to the Hospital all the time (room service). Also, if you
noticed a large
poster that shipped with the game, there is a
unit relationship chart included. Learn the unit relationships for better
gameplay. In
this epoch, things change a bit from previous
epochs. It is a good idea to build several of each type to be prepared
for any
attack. You need to make the decision though
of which road to take. Also, don't forget the improvements to hit points,
speed,
range and such. Improved units usually slaughter
unimproved units. Improvements and upgrades give the advantage. If coming
from the Atomic - WWII Epoch (XI) then you will
need to upgrade the Trench
Mortar to the Heavy Mortar.
Dock
Note that in The Art of Conquest Expansion, you
need to be using a water map and not a space map to use the water.
Running low on food? Try building a few Fishing
Boats to pick up
some extra food. Do you want to storm the
beaches of another island? Try building some
Transports to carry
your land troops across the water. Next
you have a full range of ships available to build
but like other units, there are unit relationships where one unit has an
advantage
against another while having a weakness against
another. The Battleship
really shines out of all the
ships to be built. Frigates
have an attack against Submarines but are weak against Battleships. Another
unit is the Cruiser
which can attack air units such as the balloon. Battleships will usually
be the main unit of
your navy though because they are pretty durable
but are also a bit expensive.
Naval Yard
The Naval Yard produces the 'exotic' navy items
of Submarines and Carriers. One is the Nautilus Submarine
which is excellent against ships and boats. Another
Submarine is the Trident Submarine
which launches a
'cruise-type' missile that attacks land targets.
Submarines are at a big disadvantage against the Frigate and
Sea King Helicopter however. The other item is
the Enterprise Carrier
which
produces F-14 Planes
which are fighter/bomber planes that attack land, sea and air targets.
Corsairs combined with
the Carriers mobility on water means trouble.
Basically, the carrier is a mobile airfield that can support up to
15 F-14 Fighter/Bomber type planes. Land planes
at the Airport can NOT land on carriers since land planes are not designed
for use on Carriers and Carrier Planes (F-14s)
can NOT land at Airports. There is also a helicopter that can be produced
here
as well as at the Airport, the Sea King Helicopter
which attacks subs. If coming from the Atomic - WWII Epoch (XI) you will
need to upgrade
the U-Boat to the Nautilus, and the Corsair to the F-14.
Siege Factory
The first unit is the 120mm AT Gun .
The next is the Howitzer Cannon .
And finally the Artillery .
The 120mm Anti-Tank Gun is good against Tanks.
The Howitzer is a wall crusher. And the Artillery is another wall crusher.
It is open to your style of play as to how you
wish to attack your opponent's defenses. Siege weapons are to take out
or
bypass enemy defenses. A common tactic is to
combine these units with Tanks so the Tanks provide protection for the
fragile but very damaging cannons. If coming
from the Atomic - WWII Epoch (XI) then you will need to upgrade
from
57mm AT Gun to the 120mm AT Gun.
Tank Factory
Tanks are slow but durable attack weapons. The
first Tank is the M1 Tank which
is a heavy Tank. The second
Tank is the Leopard Tank
which is an anti-infantry Tank. The last unit is the Flak Halftrak
which is a must
have against an enemy using air units like fighters
and bombers. Flak Halftrak are mobile Anti-Air (AA) units. If coming from
the WWII Epoch (XI) you will need to upgrade
the Sherman to the M1 Tank, and the Panzer Tank to the
Leopard Tank.
Support Buildings
Anti-Aircraft Artillery
The 88mm (millimeter) Anti-Aircraft Gun is an
immobile ground based defense against aircraft.
Fortress
Ever think about getting a bunch of units ahead
so that you don't have to wait around to build units after an enemy starts
invading the crap out of you non stop? With Fortresses,
you can stockpile pre-built armies so that you can in essence build
over your Pop Cap. All units stored inside a
Fortress do not count against your Pop Cap so you can then build more units.
If
you are at or over your Pop Cap, you can use
Fortresses to store up soldiers for that rainy day. As your outside units
start
getting slaughtered, just pull units out of the
Fortress(es). Instant pre-built reserves. You need to protect these structures
though, because if they are destroyed while you
are at your Pop Cap, the units inside a Fortress die (but if any gap in
the
Pop Cap, units are automatically jettisoned from
the building on a last in - first out basis).
Granary
Granaries are needed to make farms. If placed
well, one Granary can plant the seeds for 8 farms all around it. There
is also
an option on the Granary to replant farms should
any be destroyed. Farms have PILES of food and can also be populated
like Settlements/Town Centers/Capitols. When
8 Citizens populate a Granary, the size of the Granary increases. Each
Citizen populating a Granary (up to 8) helps
to increase food production.
There is one upgrade in this epoch. Pesticides
increase farming.
Hospital
Hospitals help heal your units when they get
hurt in battle. Within a certain range of a Hospital, units start healing
(shown
with a green dot graphic). You should probably
place a Hospital just behind the lines so that it doesn't get destroyed
but also
so that it is easier to get to for your hurt
units.
There is one upgrade at the Hospital in this epoch.
MRI increases the Hospital's
heal rate and range.
University
The University is for advanced research projects.
There is only one upgrade at the University this
epoch. Building Codes
increase buildings' hit points.
Civilizations and their bonuses (bonuses vary between different versions/updates)
Note: How to determine which bonuses are right
for you? Look at how you plan to play the battle. If you plan on walling
yourself in then the Civ - Economy (stone) bonus
plus the Civ - Buildings, Walls & Towers bonuses will help out. If
you plan
on using lots of Priests then Religion - Priest
bonuses and Civ - Economy (gold) bonuses are the way to go. Each
civilization
has its advantages and disadvantages throughout
each epoch and each map type. Island maps will require ships and ships
require wood, gold, and iron so not only the
Ship bonuses but also Civ - Economy (wood, gold, iron) help as well. There
is
no perfect civilization and even picking a civilization
that may seem 'handicapped' usually does not decide a game's fate same
as picking a seemingly advantaged civilization
does not decide either, but it can help if facing a similar opponent and
any edge
you can get over some one else is a good thing
I feel. The nice part of Empire Earth is that the game structure
allows for
miscalculations without any severe penalties.
The other player's Ships may have better range but yours are faster so
the range
advantage is not very useful now because with
the speed, the shots now miss most of the time. There is always a counter
for
everything available. Improvements give an advantage
to a certain area. Also, the beginning civilization bonuses give an early
advantage and a later advantage as well. Even
though you may start out with a civilization bonus of Infantry - Ranged
(range)
you can still improve that range more with the
unit improvement feature. So you start out with +2 but then improve twice
more at +2 each time so now the range is +6 whereas
your opponent can only upgrade range twice and didn't have the
starting Infantry - Ranged (range) bonus so can
only get to a +4 range. However, his civilization started out with a Citizens
&
Fishing Boats (speed) bonus so he can therefore
get more resources faster. More resources = faster and larger army
production. See how that works?
Also, a breakdown on how the bonus system can be applied to units.
Aircraft - Bombers = B-2 & B-52 & A-10
Aircraft - Fighters = F-15 Fighter & F-117
Fighter/Bomber & F-14 Fighter/Bomber
Aircraft - Helicopters = Sea King Helicopter
& Helicopter Transport & Helicopter Anti-Tank & Helicopter
Gunship
Civ - Building, Walls & Towers = defensive
bonuses & 88mm AA Gun
Field Cannon & Anti-Tank Guns = 120mm AT
Gun & Bazooka
Infantry - Ranged = Marine & Sniper &
Heavy Mortar & Machine Gun
Religion - Priests = Priest & Medic - Atomic
Religion - Prophets = Prophet
Ships - Battleships & Carriers = Battleship
- Bismarck & Carrier - Enterprise
Ships - Frigates & Cruisers = Frigate - Warrington
& Cruiser - Dardo
Ships - Galleys, Transports & Subs = Transport
- Atomic & Nautilus Submarine & Trident Submarine
Siege Weapons & Mobile AA = Howitzer &
Artillery & Flak Halftrak & Flame Thrower & Stinger Soldier
Tanks = M1 Tank & Leopard Tank
Economy bonuses are always good as are Citizen
bonuses too.
Ancient Greece = Citizens &
Fishing Boats (speed), Civ - Economy (gold, hunting & foraging), Civ
- General
(conversion resistance), Ships - Frigates &
Cruisers (attack, range), Siege Weapons & Mobile AA (attack, cost,
rate of fire)
Assyrian Empire = Citizens
& Fishing Boats (range), Civ - Buildings, Walls & Towers (build
time, hit points),
Civ - Economy (farming, hunting & foraging),
Civ - General (pop cap)
Babylon = Citizens & Fishing
Boats (hit points), Civ - Buildings, Walls & Towers (range), Civ -
Economy (stone, wood),
Religion - Prophets (range, speed)
Byzantine Rome = Citizens &
Fishing Boats (build time), Civ - Buildings, Walls & Towers (cost,
hit points),
Civ - Economy (farming), Civ - General (pop cap),
Infantry - Ranged (range, speed), Ships - Battleships & Carriers
(attack, build time)
Carthage = Citizens & Fishing
Boats (cost), Civ - Economy (fishing, stone), Civ - General (mountain combat),
Infantry - Ranged (armor, cost), Ships - Galleys,
Transports & Subs (cost, range)
Kingdom of Israel = Citizens &
Fishing Boats (build time), Civ - Economy (fishing, iron), Religion Priests
(build time, cost,
hit points), Religion - Prophets (hit points,
range), Ships - Battleships & Carriers (attack), Ships - Frigates &
Cruisers (attack),
Ships - Galleys, Transports & Subs (attack)
Austria = Citizens & Fishing
Boats (attack, cost), Civ - Economy (hunting & foraging), Civ - General
(conversion
resistance), Field Cannon & Anti-Tank Guns
(armor, build time, hit points)
England = Citizens & Fishing
Boats (build time), Civ - Buildings, Walls & Towers (cost, range),
Civ - Economy (fishing,
gold), Infantry - Ranged (hit points, range),
Ships - Battleships & Carriers (attack, build time),
Siege Weapons & Mobile AA (hit points, rate
of fire)
Franks = Civ - Buildings, Walls
& Towers (attack, cost), Civ - Economy (gold, wood), Civ - General
(conversion
resistance), Religion - Prophets (cost, range),
Siege Weapons & Mobile AA (attack, hit points)
Kingdom of Italy = Citizens &
Fishing Boats (cost), Civ - Buildings, Walls & Towers (build time,
hit points),
Civ - Economy (stone), Civ - General (mountain
combat), Infantry - Ranged (cost, hit points), Religion - Priests (hit
points,
range, speed), Ships - Frigates & Cruisers
(attack)
Ottoman Empire = Citizens &
Fishing Boats (build time, speed), Civ - Economy (farming, stone),
Civ - General (pop cap), Field Cannon & Anti-Tank
Guns (build time, cost), Religion - Priests (cost, hit points)
Spain = Citizens & Fishing
Boats (speed), Civ - Buildings, Walls & Towers (range), Civ - Economy
(farming, iron),
Civ - General (mountain combat), Infantry - Ranged
(attack, build time, hit points), Religion - Priests (hit points, range),
Ships - Galleys, Transports & Subs (attack,
cost, hit points)
France = Citizens & Fishing
Boats (hit points, range), Civ - Buildings, Walls & Towers (attack,
hit points, range),
Civ - Economy (gold, wood), Field Cannon &
Anti-Tank Guns (build time, range), Infantry - Ranged
(attack, range)
Germany = Aircraft - Bombers (cost,
flight time), Aircraft - Fighters (attack, build time, hit points), Citizens
& Fishing Boats
(cost, hit points), Civ - Economy (stone), Ships
- Galleys, Transports & Subs (attack, hit points, range),
Tanks (armor, attack, hit points)
Great Britain = Aircraft - Fighters
(build time, cost, range), Citizens & Fishing Boats (speed), Civ -
Buildings, Walls &
Towers (attack, build time, range), Civ - Economy
(gold, hunting & foraging), Field Cannon & Anti-Tank Guns
(attack, hit points, speed), Ships - Frigates
& Cruisers (build time, hit points, speed)
Italy = Aircraft - Helicopters
& Balloons (build time, range, speed), Civ - Buildings, Walls &
Towers (attack, build time,
range), Civ - Economy (farming, stone), Civ -
General (conversion resistance), Field Cannon & Anti-Tank Guns (range),
Infantry - Ranged (build time, cost), Siege Weapons
& Mobile AA (attack, hit points, rate of fire)
Russia = Citizens & Fishing
Boats (build time), Civ - Buildings, Walls & Towers (attack), Civ -
Economy
(fishing, iron), Civ - General (pop cap), Infantry
- Ranged (build time, hit points), Ships - Frigates & Cruisers (cost),
Siege Weapons & Mobile AA (area damage, range),
Tanks (armor, range)
United States = Aircraft - Bombers
(attack, flight time, speed), Aircraft - Fighters (flight time, range),
Aircraft - Helicopters &
Balloons (hit points), Citizens & Fishing
Boats (attack, speed), Civ - Buildings, Walls & Towers (build time,
cost),
Civ - Economy (gold, iron), Civ - General (pop
cap), Ships - Battleships & Carriers (hit points, range), Tanks (cost)
China = Aircraft - Fighters (cost),
Aircraft - Helicopters & Balloons (attack, build time, hit points),
Citizens & Fishing Boats
(cost), Civ - Economy (farming), Civ - General
(pop cap), Field Cannon & Anti-Tank Guns (armor, cost, hit points),
Ships - Galleys, Transports & Subs (attack),
Tanks (attack)
Novaya Russia = Citizens &
Fishing Boats (cost, hit points), Civ - Buildings, Walls & Towers (hit
points, range),
Civ - Economy (wood), Siege Weapons & Mobile
AA (hit points, range, rate of fire)
Rebel Forces = Aircraft - Bombers
(hit points, speed), Citizens & Fishing Boats (build time, range),
Civ - Buildings, Walls &
Towers (hit points), Civ - Economy (iron), Civ
- General (mountain combat), Infantry - Ranged (attack, range),
Tanks (attack, range)
Japan = Citizens & Fishing
Boats (speed), Civ - Economy (iron), Civ - General (pop cap), Infantry
- Ranged
(armor, speed), Tanks (build time, speed)
Korea = Aircraft - Fighters (attack,
hit points), Civ - Economy (gold), Civ - General (mountain combat), Field
Cannon &
Anti-Tank Guns (build time), Infantry - Ranged
(armor, hit points), Siege Weapons & Mobile AA (range, rate of fire),
Tanks (attack)
Civilization Specific Powers*
For the Modern epoch, these civilizations have these powers:
Assyrian Empire = Slavery (I-XV)
Babylon = Priest Towers (I-XV)
Byzantine Rome = Insurance (I-XV)
Carthage = Pathfinding (I-XV)
Kingdom of Israel = Emissaries (I-XV)
Austria = Adaptation (III-XV)
England = Exploration (I-XV)
Kingdom of Italy = Metallurgy (I-XV)
Ottoman Empire = Expansionism (I-XV)
France = Camouflage (I-XV)
Germany = Bundeswehr (IX-XII)
Great Britain = SAS Commando (X-XV)
Italy = Paratroopers (XI-XV)
Russia = Advanced Mining (I-XV)
United States = Market (X-XV)
China = Just In Time Manufacturing (I-XV)
Rebel Forces = Cloaking (I-XV)
Korea = Fanaticism (I-XV)
* denotes unit/building only available in the Empire Earth - The Art of Conquest add-on pack.
note: red and blue seemed pretty modern to me.