Nano Epoch XIV

(2100 AD - 2200 AD)

Best viewed in 800x600 or higher resolution
 

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)
 

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

note: Light green and orange haven't been done yet, now they have

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