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"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[]

Foundation 2 "What?! The foundations are set, but the citizens have abandoned their duty!"
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Buildings[]

Civilian[]

Military[]

Foundation 2 "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
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