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For other epochs with the same name, see Middle Ages.


"Europe rebounds, and feudalism spreads. Weapons become more advanced, and adventurers set out on the open seas, discovering new trade routes."
- Empire Earth 2 Encyclopedia.

Overview[]

The Middle Ages, also known as "Epoch VI", comes after the Dark Ages in Empire Earth II.

Units[]

Buildings[]

Civilian[]

Military[]

Technologies[]

Name Description Cost Building Flag for Research
Sanitation Gives Citizens +20% Hit Points 14 Tech Points City Center No
Fealty Gives all buildings +10% Capture Resistance 14 Tech Points City Center No
Sternpost Rudder Gives Caravels, Ships of the Line, Ironclads, Barques, Privateers, Frigates, Galleasses, Carracks, Galleons, Cargo Ships, Merchant Marines, Fishing Ships, Trading Cogs and Container Ships +10% Speed 14 Tech Points Dock No
Chivalry Gives Medieval Cavalry, Lancers and Imperial Lancers +10% damage 14 Tech Points Stable No
Water Wheel Decreases the cost and build time of City Centers and Houses by 10% 14 Tech Points City Center No
Professionals Decreases the cost and build time of Caravels, Ships of the Line, Ironclads, Barques, Privateers, Frigates, Galleasses, Carracks, Galleons, Cargo Ships, Merchant Marines, Fishing Ships, Trading Cogs and Container Ships by 10% 14 Tech Points City Center Yes
Three Field Rotation Gives Citizens and Fishing Ships +10% Basic Resource Gather Rate 14 Tech Points Warehouse Yes
Nomads Decreases the cost and build time of Horse Archers, Carabineers, Dragoons and unique light mounted cavalry by 10% 14 Tech Points Stable Yes
Architectural Innovations Gives City Centers and Houses +10% Hit Points and +1 Line of Sight 14 Tech Points City Center Yes
Illuminated Manuscripts Gives Priests +1 Line of Sight and Conversion Range 14 Tech Points Temple Yes
Monasticism Gives Spies and Priests +10% Hit Points and Speed 14 Tech Points Temple Yes
Craft Guilds Gives Trebuchets, Bombard Cannons and Siege Guns +10% Hit Points 14 Tech Points Workshop No
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