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For other epochs with the same name, see Renaissance.


"Gunpowder revolutionizes the military, and its impact reverberates among civilization in general. Because a commoner could obtain these powerful and easy-to-use weapons relatively cheaply, the old feudal structure cannot stand."
- Empire Earth 2 Encyclopedia.

Overview[]

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

Units[]

Buildings[]

Civilian[]

Military[]

Technologies[]

Name Description Cost Building Flag for Research
Iron Alloys Gives Grenade Pistoleers, Grenadiers and Mortars +10% damage 14 Tech Points Barracks No
Professional Soldiers Gives Musketeers, Regulars, Pikemen and Halberdiers +10% damage 14 Tech Points Barracks No
Formal Training Decreases cost and build time of Barracks, Workshops, Factories, Stables and Manufacturing Plants by 10% 14 Tech Points University No
Protected Casements Gives Fortresses, Outposts and Wall Towers +1 Range and Line of Sight 14 Tech Points University Yes
Dockyards Decreases cost and build time of Scouts and Citizens by 10% 14 Tech Points Dock Yes
Inquisition Decreases cost and build time of Spies and Priests by 10% 14 Tech Points Temple Yes
Draftsmanship Decreases cost and build time of Fortresses, Outposts and Wall Towers by 10% 14 Tech Points University No
Classical Studies Decreases cost and build time of Temples, Universities and Wonders by 10% 14 Tech Points University No
Detailed Anatomy Gives Grenade Pistoleers, Grenadiers and Mortars +10% Hit Points 14 Tech Points Barracks No
Earthen Ramparts Gives Palisades, Palisade Gates, Walls, Wall Gates and Wall Towers +10% Hit Points and +1 Line of Sight 14 Tech Points University Yes
Secret Societies Gives Spies +3% Tech Points from Gathering Intelligence 14 Tech Points University Yes
Mobile Gun Carriages Gives Culverins and Field Guns +10% Hit Points 14 Tech Points Workshop No
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