Empire Earth Wiki
Advertisement


"Advances in shipbuilding give rise to capitalism, and as education spreads to the masses, Republicanism rises."
- Empire Earth 2 Encyclopedia.

Overview[]

The Age of Enlightenment, also known as "Epoch IX", comes after the Imperial Age in Empire Earth II.

Units[]

Buildings[]

Civilian[]

Military[]

Technologies[]

Name Description Cost Building Flag for Research
Fifth Column Grants Spies Contamination and Decontamination abilities 18 Tech Points University Yes
Calculus Gives Bombard Cannons and Siege Guns +10% damage 18 Tech Points Factory No
Artillery Tactics Gives Field Guns and Field Artillery +10% Speed 18 Tech Points Factory No
Canister shot Gives Field Guns, Field Artillery, Mobile Rocket Launchers and Fushion Casters +2 Area Damage radius 18 Tech Points Factory Yes
Standardized Equipment Decreases cost and build time of Regulars and Halberdiers by 10% 18 Tech Points Barracks Yes
Machine Worked Tools Decreases cost and build time of Bombard Cannons, Siege Guns and Self-propelled Artillery by 10% 18 Tech Points Factory Yes
Crop Rotation Gives Citizens +10% Special Resource Gather Rate 18 Tech Points Warehouse Yes
Mercantilism Gives all Trade Units +10% Trade Route Dropoff 18 Tech Points Market No
Blast Furnace Gives Fortresses, Outposts and Wall Towers +10% Hit Points 18 Tech Points University No
Quartermaster Corps Gives Regulars, Riflemen, Halberdiers and Machine Gunners +10% Hit Points 18 Tech Points Barracks No
Scientific Instruments Gives Temples, Universities and Wonders +10% Hit Points and +1 Line of Sight 18 Tech Points University Yes
Rationalism Gives Temples and Universities +1 Garrison Slot 18 Tech Points University No
Advertisement