"Advances in genetic research leads to the cure of diseases that were once thought incurable. But, these advances also lead to gene manipulation to create designer people. Robotics reach new heights, as new machines take care of everything from housework to bomb diffusion." - Empire Earth II in-game description
Overview[]
The Genetic Age, also known as "Epoch XIV", comes after the Digital Age in Empire Earth II. According to the in-game information, this epoch comprises technology and military abilities expected to be present between the years 2030 and 2130. This epoch can be accurately summed up as a mixture of modern-era and futuristic-era aspects. This is the epoch where cyber units (HERCs) become available, and where you can finally gain the ability to protect your civilisation from ICBM attacks (anti-aircraft structures can now target them).
Units[]
- Citizen
- Scout
- Trade Cart
- Priest
- Spy
- Medic
- Stealth Bomber
- Stealth Fighter
- Stealth Tactical Bomber
- Nuclear Bomber
- Heavy Paratrooper Plane
- Gun Helicopter
- Missile Helicopter
- Transport Helicopter
- Satellite
- Incendiary Mortar
- Assault Rifleman
- Mini Gunner
- Attack Submarine
- Missile Cruiser
- Sensor Destroyer
- Sea Archer
- Commercial Fishing Ship
- Container Ship
- Merchant Marine
- RPG Striker
- Main Battle Tank
- Mobile Rocket Launcher
- Net Fire Launcher
- Stinger HMMWV
- Artemis
- Minotaur
- Hades
Buildings[]
Civilian[]
- Wonders
- University
- Market
- Oil Derrick
- Uranium Mine
- City Center
- House
- Warehouse
- Temple
- Road
- Bridge
- Farm
Military[]
- Ground to Air Missile
- Missile Silo
- HERC Manufacturing Facility
- Fortress
- Ground to Sea Missile
- Airport
- Hangar
- Barracks
- Factory
- Dock
- Manufacturing Plant
- Outpost
- Electric Fence
- Plasma Wall
- Tower
Technologies[]
| Name | Description | Cost | Building | Flag for Research |
|---|---|---|---|---|
| Special Forces Teams | Gives Spies +20% Sabotage Duration and Contaminate Damage | 26 Tech Points | University | Yes |
| Laser Guidance | Gives Mobile Rocket Launchers and Fusion Casters +10% Damage | 26 Tech Points | Factory | No |
| Fuel Cells | Gives All Naval Units +10% Speed | 26 Tech Points | Dock | No |
| Anti-Ballistic Missile Systems | Gives Ground to Air Missiles and Gatling Lasers ICBM Targeting Probability | 26 Tech Points | Airport | Yes |
| Remote Operated Vehicles | Decreases cost and build time of RPG Strikers and Disruptor Medium Tanks by 10% | 26 Tech Points | Manufacturing Plant | Yes |
| Advanced Enrichment and Refining | Gives Citizens +10% Special Resource Gather Rate | 26 Tech Points | Warehouse | Yes |
| Gene Therapy | Decreases cost and build time of Spies and Priests by 10% | 26 Tech Points | University | Yes |
| Fiber Optics | Decreases cost and build time of Net Fire Launchers by 10% | 26 Tech Points | Factory | Yes |
| Kevlar Body Armor | Gives Assault Riflemen, Objective Force Warriors and Mini Gunners +10% Hit Points | 26 Tech Points | Barracks | No |
| Reflective Fibers | Gives Incendiary Mortars and Bomblet Mortars +10% Hit Points | 26 Tech Points | Barracks | No |
| Advanced Materials | Gives Temples, Universities and Wonders +10% Hit Points and +1 Line of Sight | 26 Tech Points | University | Yes |
| Virtual Reality | Gives Temples and Universities +1 Garrison Slot | 26 Tech Points | University | No |