"Genetic engineering, computers and robotics intersect to produce actual artificial intelligence. Robots are able to reason and learn without any human input at all, and they can become anything – even soldiers. Wars become intense as cultures send robots to the frontlines, keeping humans safe at home". - Empire Earth II in-game description
The Synthetic Age is the 15th and last epoch in Empire Earth II. Epoch 15 technologies will cost 26 tech points per technology.
Units[]
- Citizen
- Scout
- Trade Cart
- Priest
- Spy
- Medic
- Objective Force Warrior
- Mini Gunner
- Bomblet Mortar
- Net Fire Launcher
- Fusion Caster
- Paladin Point Defense
- Myrmidon Heavy Tank
- Disruptor Medium Tank
- Artemis
- Minotaur
- Hades
- Hera
- Leviathan
- X Ship
- Manta Submarine
- Container Ship
- Merchant Marine
- Commercial Fishing Ship
- Heavy Missile Helicopter
- Heavy Gun Helicopter
- Heavy Transport Helicopter
- Satellite
- Atmospheric Fighter
- Nuclear Bomber
- Orbital Bomber
- Smart Plane
- Heavy Paratrooper Plane
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Buildings[]
Civilian[]
- Wonders
- University
- Market
- Oil Derrick
- Uranium Mine
- City Center
- House
- Warehouse
- Temple
- Road
- Bridge
- Farm
Military[]
- Gatling Laser
- Missile Silo
- HERC Manufacturing Facility
- Fortress
- Ground to Sea Missile
- Airport
- Hangar
- Barracks
- Factory
- Dock
- Manufacturing Plant
- Outpost
- Electric Fence
- Plasma Wall
- Tower
"What?! The foundations are set, but the citizens have abandoned their duty!" This article or section is a stub. Please help the Empire Earth Wiki by expanding it. Thank you! |
Technologies[]
Name | Description | Cost | Building | Flag for Research |
---|---|---|---|---|
Implants | +3 Healing Radius for Medics | 26 Tech Points | University | Yes |
Smart Vehicles | +10% Speed for Net Fire Launchers | 26 Tech Points | Factory | No |
Sentient AI | +10% Conversion Resistance for all units. | 26 Tech Points | University | No |
Sensory Enhancement | +3% Morale, +3% Fervor for occupied territories. | 26 Tech Points | University | No |
Automated Highways | +10% HP, +10% Speed for Trade Carts | 26 Tech Points | Market | No |
Spiritual Revolution | Reduces cost and build time of Temples, Universities and Wonders by 10% | 26 Tech Points | University | No |
Ergonomics | +5 Garrison Slots for City Center and Warehouses. | 26 Tech Points | City Center | Yes |
Virtual Market | -20% Trade Unit loading time, reducing the time it takes being unloaded/loaded inside docks and markets. | 26 Tech Points | Market | No |
Cybernetic Organisms | -15% Power Recharge Time for Spies, MI-6 Agent, Priests. | 26 Tech Points | University | No |
Artificial Brain | +25% Regional Power Duration | 26 Tech Points | City Center | No |
Magnetic Dampening Shields | Gives Myrmidon Heavy Tanks an additional +10% hitpoints. | 26 Tech Points | Manufacturing Plant | No |
Nano Machines | Gives all naval units an additional +10% hit points | 26 Tech Points | Dock | No |