Empire Earth Wiki
For other epochs with the same name, see Dark Age.

"With the fall of mighty empires, Europe finds itself in a period of stagnation. Much of the rest of the world, however, continues to advance."
- Empire Earth 2 Encyclopedia.

Overview[]

The Dark Ages, also known as "Epoch V", comes after the Iron Age in Empire Earth II.

Units[]

Buildings[]

Civilian[]

Military[]

Technologies[]

Name Description Cost Building Flag For Research
Theology Gives all units +10% Conversion Resistance 12 Tech Points Temple No
Monotheism Gives Occupied Territories +3% Morale and Fervor 12 Tech Points University No
Fragmentation Gives Catapults, Trebuchets, Bombard Cannons, Siege Guns, Self-propelled Artillery and Net Fire Launchers +2 Area Damage Radius 12 Tech Points Workshop Yes
Spring Catapult Gives Catapults, Trebuchets and Bombard Cannons +10% speed 12 Tech Points Workshop No
Census Gives City Centers and Warehouses +5 Garrison Slots 12 Tech Points City Center Yes
Saddle and Stirrup Reduces cost and build time of Armored Cavalry, Medieval Cavalry, Lancers and unique cavalry by 10% 12 Tech Points Stable Yes
Cartography Gives Trade Carts +10% Hit Points and Speed 12 Tech Points Market No
Arabic Numerals Gives Trade Carts, Trading Galleys, Trading Cogs and Container Ships -20% Trade Load Time 12 Tech Points Market No
Numerology Gives +25% Regional Power Duration 12 Tech Points City Center No
Astrolabe Gives all naval units +10% Hit Points 12 Tech Points Dock No
Chain Barding Gives Armored Cavalry, Medieval Cavalry, Lancers, Imperial Lancers and unique cavalry +10% Hit Points 12 Tech Points Stable No
Logic Gives Spies and Priests -15% Power Recharge Time 12 Tech Points University No