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Civilization Bonuses and Unique Units Strategy

Unique Combat Action and Empire Techs[]

Combat Action[]

  • Dig In – Infantry create field fortifications and take position behind them, giving them a strong defensive bonus. It takes time to set up and take down the barriers and units who are dug in cannot be moved.

Empire Techs (World Domination only)[]

  • People's Army Allows you to field larger armies than the other regions.
    People’s Army
  • Hire Mercenary Army – Invade a province with an extra, allied army fighting at your side.
    Hire Mercenary Army
  • Border Growth – Every few turns, your empire expands automatically by taking over an adjacent, unowned province if one is available. Each province taken costs resources.
    Border Growth

Buildings, Units, and Unit Abilities[]

Ministry[]

The center of your government, used for controlling territories. You may also purchase “Scholar” slots to gather the Tech Point resource.

  • Peasant (Ancient) - Cheap melee infantry with a surplus spear that does light damage.
  • Shaman (Ancient) – wise religious unit who can detect stealthy units and has several special abilities.
  1. Discipline (Passive) – the unit cannot be stunned or panicked by any means.
  2. Enlighten – convert other units to your side.
  3. Influence – influence a unit or building of an AI or native tribe to improve Relations and make them friendlier.
  4. Second Sight – briefly lift the fog of war in a targeted area.
  • Monk (Medieval) – upgrade of Shaman with some additional abilities.
  1. Self Immolate - sets himself on fire. The monk dies but some of the units in the area may be converted.
  2. Instant Karma - Target a rival's unit. When the unit attacks a target, karma reflects the attack back on the unit, so the unit takes the damage and the target does not.
  1. Restore Health – all friendly units in the area are healed.
  2. Reanimate – the Healer can reanimate the dead, which crawl up from the ground to do their master's bidding. There's a cool down time between uses.

Barracks[]

Produces infantry units (most infantry can construct buildings).

  • Halberdier (Ancient) - Armored melee unit that excels vs. cavalry.
  • Swordsman (Ancient) - Inexpensive melee unit with light armor.
  • Recurved Bow (Ancient) - Cheap ranged unit with good LOS.
  1. Fire Arrows (Passive) - sets appropriate targets on fire (damage over time).
  • Martial Swordsman (Medieval) – A well-trained swordsman with medium armor.
  • Fire Lance (Medieval) - An armored spearman with a primitive gunpowder attack.
  1. Fire Blast – Short range, area effect gunpowder attack that deals good damage.
  • Crossbowman (Medieval) - Ranged infantry with a crossbow that does more damage but has shorter range than the Recurved bow.
  • Zen Master (Medieval Hero) - A tough, disciplined, and heroic warrior.
  1. Detects Stealthy Units (passive)
  2. Inspiration (passive) - surrounding friendly units can't be panicked, stunned or converted.
  3. Flying Tiger – massive martial arts attack that deals big damage to surrounding cavalry and infantry.
  • Bees-Nest Launcher (Colonial) - Ranged infantry unit that attacks with rocket-propelled arrows.
  1. Pyrrhus (Passive) – explodes on death, damaging enemies around him.
  • Gatling Gun (Colonial) - Ranged infantry with rapid rate of fire. The weapon has a short setup/take-down time.
  • Arquebusier (Colonial) - Cheap gun infantry with light armor and medium range.
  • Machine Cannon (Modern) - Ranged infantry with a more powerful attack than the Gatling Gun.
  • Rifle Infantry (Modern) - Basic modern gun infantry.
  1. Lunge Anti-Tank Mine – suicide attack with a mine on a pole, good against armored vehicles.
  • Mortar Infantry (Modern) - Infantry that fires explosive mortar shells, good range but slow rate of fire.
  • Super Soldier (Future) - Fast and agile genetically-engineered humanoid mutant armed with two guns.
  1. Roid Rage – The mutant pumps itself full of stimulants, becoming faster and immune to death for a short period of time.
  • Hulking Mutant (Future/Hero) - Massive, genetically-engineered creature with an extremely powerful melee attack.
  1. Daze - The Hulking Mutant slams its fists on the ground, stunning all units in a large radius.

Stable[]

Produces cavalry units, becomes a Factory in the Modern Era.

  1. Parthian Shot (Passive) – this unit can move and shoot at the same time.
  • Samurai Cavalry (Medieval) - Heavy melee cavalry that attacks with a sword.
  1. Fragmentation Grenade – a thrown explosive that's good against infantry.

Factory[]

Produces tanks for hard hitting ground assaults.

  • Tankette (Modern) - Small tank that fires a small-caliber shell at a quick rate.
  • Amphibious APC - Armored Personnel Carrier tank. Can transport infantry over land or, more slowly, over water.
  • Mantis Tank (Modern) - Tank with good armor and range.
  • Gastropod Tank (Future) – Genetically-engineered tank crawler.
  1. Acid Globule – The tank fires a projectile of potent acid.
  • Kabutogani (Future) – Genetically-engineered Armored Personnel Carrier tank. Able to transport infantry and can and shoot critter bombs.
  1. Critter Bomb – The Genetic APC spits out a mobile bomb, which attacks the target.

Workshop[]

Produces siege weapons and field guns.

  • Cloud Ladder (Ancient) - Enclosed wheeledtransport vehicle that extends a ladder for scaling walls.
  1. Siege Arrow – Crew will shoot large siege arrows against enemy buildings.
  • Double Crossbow (Ancient) – A field gun that fires huge arrow projectiles. Strong against infantry.
  1. Dragon Bolts – Adds more projectiles to the attack for damage over a larger area.
  • Traction Trebuchet (Medieval) – a human-powered siege trebuchet with fair range but a relatively good rate of fire.
  1. 10.000 Enemy Bomb – A noxious gas bomb that slows and damages infantry enmass.
  • Mortar (Colonial) - Gunpowder artillery withbetter range than the Traction Trebuchet.
  1. Bomblets – inherently fires a mass of small bombs, which explode over an area. Good vs. infantry.
  • Field Cannon (Colonial) - Basic direct fire field gun with good range.
  • Self-Propelled Gun (Modern) – Armored, mobile artillery with a long range and good damage.
  1. Bio-Sludge (Future) – A shell containing a toxic biological sludge that contaminates an area, damaging units over time.
  • Malaysian Scorpion (Future) – A large, genetically-engineered creature, based on scorpion DNA, with a short-range, area of affect attack.

Dock[]

A shipyard that produces naval units and can be a destiation for trade vehicles. Most ships can transport units.

  • Covered Boat (Ancient) - Small oared ship with a ranged attack proportional to how many troops are being carried.
  • Tower Ship (Ancient) - Large, multi-decked ship with oars. Fires siege-sized crossbow bolts over medium range.
  • Fishing Boat/Junk/Ship – Small vessels that fish to gather raw materials.
  • Trade Ships - Ship for creating trade routes with other docks. Hire a worker slot to produec a trade ship.
  • Paddle Boat (Medieval) – Small, quick, paddle-powered warship.
  1. Dragon Fire – The Paddle Boat is armed with a fire-spewing deck gun. Short range but good damage.
  • Paddle Ship (Medieval) - Large, expensive ship powered by paddle wheels outfitted with deck-mounted trebuchets. Good ship to shore bombardment.
  • Turtle Boat (Colonial) - Armored, medium-sized ship armed with cannon. Equipped with oars and also sails for faster movement.
  • Iron Clad (Colonial) - Moderately sized and tough ship with powerful artillery aboard.
  • Sub (Modern) - Submarine capable of transporting units. Must surface to fire.
  1. Stealth - when underwater the sub can only be spotted by detector units.
  2. Detector - detects other stealthy units.
  • Flattop (Modern) - Medium-sized aircraft carrier that launches air missions (see Airbase).
  • Cephalopod Sub (Future) - Genetically enginered marine creature that fires stinger torpedoes.
  • Cyborg Battleship (Future) - Hybrid vessel of machine and living tissue. Has protective shell and single long-range gun.
  1. Critter Bomb - Melee vehicle spawned from the bomb launched by Cyborg Battleship.

Airbase[]

Launches air missions. The strength and type of missions available depend on the aircraft you research.

  • Dive Bomber (Modern) – Early, prop-driven fighter-bomber.
  • Divine Wind Fighter (Modern) – A basic fighter with jet propulsion, armed with missiles.
  • Cyborg Drone (Future) – A fighter-bomber with a bio-mechanical brain, armed with a powerful gun.
  • Zombie Bomber (Future) – A genetically-engineered flying creature that flies a special type of kamikaze mission which, instead of doing damage, converts enemies near the crash using genetically-engineered microorganisms.
  • Mission Types
  1. Aerial Recon - Launches an air recon mission.
  2. Bombing Run - Launches a bombing mission.
  3. Escorted Bombing Run - Launches a bombing mission escorted by attack aircraft.
  4. Kamikaze Misisoin– Jet Fighter crashes into selecting target, dealing heavy damage to it and nearby units.
  5. Zombie Bombing Run – the Zombie Bomber crashes into the selected target, doing damage and releasing a cloud of tiny parasites which burrow into nearby organic units and may convert them after a few seconds.

Fortress[]

Defensie structure that can garrison units and fire on enemies. Attack strength increases with more garrisoned units.

Tower[]

Defensive structure that can attack enemies. The Far East towers have an anti-air capability Wall - Defensive structure that creates a barrier to ground units. Units can occupy the top of the wall (via constructed access points) and attack.

Market[]

Generates wealth by setting up trade routes.

  • Silk Trader/Wagon/Truck – an automated trade vehicle that generates wealth. Additional trade vehicles can be purchased to increase revenue. Longer routes are more valuable.

Warehouse[]

Accumulates raw material resources from resource sites. Additional workers can be purchased to increase the rate of resource gathering.

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