12 technologies are available for research for every epoch. 6 of them must be researched to advance to the next epoch. Once the player has advanced, technologies from previous epochs are no longer available for research. Therefore, it's a choice for the player whether to advance as quickly as possible, or to stay in an epoch to research technologies. It takes 3800 tech points to fully research the tech tree from start to finish.
All technologies take 15 seconds to research, including the research for advancing into the next epoch. The fastest possible way to advance through an epoch to the next takes 1:45 minutes for each epoch.
NOTE: The resources and build time ARE BASED on the "Good" handicap if you are playing Skirmish.
Epochs
Cost per Tech
No. of Epochs
Tech Points to Advance
Sum Total
Sum Total (Cumulative)
I to III
8
3
32
384
IV to V
12
2
48
384
768
VI to VIII
14
3
56
672
1440
IX to X
18
2
72
576
2016
XI to XIII
22
3
88
1056
3072
XIV to XV
26
2
104
728
3800
Stone Age[]
"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!
Image
Name
Description
Cost
Building
Fertility Rituals
Decreases the cost and build time of Scouts and Citizens by 10%.
Reduces cost and build time for Palisades, Palisade Gates, Walls, Wall Gates and Wall Towers by 10%
8 Tech Points
University
Masons Guild
Gives Fortresses, Outposts and Wall Towers +10% Hit Points
8 Tech Points
University
Bronze Tools
Reduces cost and build time for Scorpions and Ballistas by 10%
8 Tech Points
Workshop
Professional Craftsmen
Gives Scorpions and Ballistas +10% damage
8 Tech Points
Workshop
Iron Age[]
Image
Name
Description
Cost
Building
Recurve Bow
Gives Composite Bow Men and Crossbow Men +1 Line of Sight and Range
12 Tech Points
Barracks
Military Reforms
Reduces cost and build time of Swordsmen, Men at Arms, Musketeers, Spearmen, Pikemen and Halberdiers by 10%
12 Tech Points
Barracks
Anatomy
Gives Swordsmen, Men at Arms, Musketeers, Regulars, Riflemen, Assault Riflemen, Objective Force Warriors, Spearmen, Pikemen, Halberdiers, Machine Gunners and Mini Gunners +10% hit points
12 Tech Points
Barracks
Oceangoing Vessels
Gives all Naval Units +10% speed
12 Tech Points
Dock
Standardization of Exchange
Gives all Trade Units +10% Trade Route Dropoff
12 Tech Points
Market
Architecture
Gives Temples, Universities and Wonders +10% hit points and +1 Line of Sight
12 Tech Points
University
Parchment
Gives Temples and Universities +1 Garrison Slot
12 Tech Points
University
Subterfuge
Grants Sabotage and Restore Abilities to Spies
12 Tech Points
University
Land Reclaiming
Gives Citizens +10% Special Resource Gather Rate
12 Tech Points
Warehouse
Geometry
Gives Catapults +10% hit points
12 Tech Points
Workshop
Mechanical Engineering
Reduces cost and build time of Catapults and Trebuchets by 10%
12 Tech Points
Workshop
Decimal System
Gives Catapults and Trebuchets +10% damage
12 Tech Points
Workshop
Dark Ages[]
Image
Name
Description
Cost
Building
Census
Gives City Centers and Warehouses +5 Garrison Slots
12 Tech Points
City Center
Numerology
Gives +25% Regional Power Duration
12 Tech Points
City Center
Astrolabe
Gives all naval units +10% Hit Points
12 Tech Points
Dock
Cartography
Gives Trade Carts +10% Hit Points and Speed
12 Tech Points
Market
Arabic Numerals
Gives Trade Carts, Trading Galleys, Trading Cogs and Container Ships -20% Trade Load Time
12 Tech Points
Market
Chain Barding
Gives Armored Cavalry, Medieval Cavalry, Lancers, Imperial Lancers and unique cavalry +10% Hit Points
12 Tech Points
Stable
Saddle and Stirrup
Reduces cost and build time of Armored Cavalry, Medieval Cavalry, Lancers and unique cavalry by 10%
12 Tech Points
Stable
Theology
Gives all units +10% Conversion Resistance
12 Tech Points
Temple
Logic
Gives Spies and Priests -15% Power Recharge Time
12 Tech Points
University
Monotheism
Gives Occupied Territories +3% Morale and Fervor
12 Tech Points
University
Fragmentation
Gives Catapults, Trebuchets, Bombard Cannons, Siege Guns, Self-propelled Artillery and Net Fire Launchers +2 Area Damage Radius
12 Tech Points
Workshop
Spring Catapult
Gives Catapults, Trebuchets and Bombard Cannons +10% speed
12 Tech Points
Workshop
Middle Ages[]
Image
Name
Description
Cost
Building
Sanitation
Gives Citizens +20% Hit Points
14 Tech Points
City Center
Fealty
Gives all buildings +10% Capture Resistance
14 Tech Points
City Center
Water Wheel
Decreases the cost and build time of City Centers and Houses by 10%
14 Tech Points
City Center
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
Architectural Innovations
Gives City Centers and Houses +10% Hit Points and +1 Line of Sight
14 Tech Points
City Center
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
Nomads
Decreases the cost and build time of Horse Archers, Carabineers, Dragoons and unique cavalry by 10%
14 Tech Points
Stable
Chivalry
Gives Medieval Cavalry, Lancers and Imperial Lancers +10% damage
14 Tech Points
Stable
Illuminated Manuscripts
Gives Priests +1 Line of Sight and Conversion Range
14 Tech Points
Temple
Monasticism
Gives Spies and Priests +10% Hit Points and Speed
14 Tech Points
Temple
Three Field Rotation
Gives Citizens and Fishing Ships +10% Basic Resource Gather Rate
14 Tech Points
Warehouse
Craft Guilds
Gives Trebuchets, Bombard Cannons and Siege Guns +10% Hit Points
14 Tech Points
Workshop
Renaissance[]
Image
Name
Description
Cost
Building
Iron Alloys
Gives Grenade Pistoleers, Grenadiers and Mortars +10% damage
14 Tech Points
Barracks
Detailed Anatomy
Gives Grenade Pistoleers, Grenadiers and Mortars +10% Hit Points
14 Tech Points
Barracks
Professional Soldiers
Gives Musketeers, Regulars, Pikemen and Halberdiers +10% damage
14 Tech Points
Barracks
Dockyards
Decreases cost and build time of Scouts and Citizens by 10%
14 Tech Points
Dock
Inquisition
Decreases cost and build time of Spies and Priests by 10%
14 Tech Points
Temple
Formal Training
Decreases cost and build time of Barracks, Workshops, Factories, Stables and Manufacturing Plants by 10%
14 Tech Points
University
Protected Casements
Gives Fortresses, Outposts and Wall Towers +1 Range and Line of Sight
14 Tech Points
University
Draftsmanship
Decreases cost and build time of Fortresses, Outposts and Wall Towers by 10%
14 Tech Points
University
Classical Studies
Decreases cost and build time of Temples, Universities and Wonders by 10%
14 Tech Points
University
Earthen Ramparts
Gives Palisades, Palisade Gates, Walls, Wall Gates and Wall Towers +10% Hit Points and +1 Line of Sight
14 Tech Points
University
Secret Societies
Gives Spies +3% Tech Points from Gathering Intelligence
14 Tech Points
University
Mobile Gun Carriages
Gives Culverins and Field Guns +10% Hit Points
14 Tech Points
Workshop
Imperial Age[]
Image
Name
Description
Cost
Building
Improved Fuse
Gives Grenade Pistoleers, Grenadiers, Mortars, Incendiary Mortars and Bomblet Mortars +1 Area Damage radius
14 Tech Points
Barracks
Tactical Studies
Enables Elite Upgrade for the second unique unit
14 Tech Points
Barracks
Standing Armies
Decreases cost and build time of Grenade Pistoleers and Grenadiers by 10%
14 Tech Points
Barracks
Colonialism
Gives Houses +2 Population Cap
14 Tech Points
City Center
Naval Tactics
Gives Caravels, Ironclads, Barques, Frigates, Galleasses and Galleons +10% damage
14 Tech Points
Dock
Banking
Gives -10% Tribute Tax
14 Tech Points
Market
Cavalry Logistics
Gives Carabineers, Dragoons and unique cavalry units +10% Hit Points
14 Tech Points
Stable
Cavalry Tactics
Gives Carabineers, Dragoons and unique cavalry units +10% damage
Decreases cost and build time of Palisades, Palisade Gates, Walls, Wall Gates and Wall Towers by 10%
14 Tech Points
University
Worm Gear
Decreases cost and build time of Culverins, Field Guns and Field Artillery by 10%
14 Tech Points
Workshop
Refracting Telescope
Gives Culverins, Field Guns and Field Artillery +10% damage
14 Tech Points
Workshop
Age of Enlightenment[]
Image
Name
Description
Cost
Building
Quartermaster Corps
Gives Regulars, Riflemen, Halberdiers and Machine Gunners +10% Hit Points
18 Tech Points
Barracks
Standardized Equipment
Decreases cost and build time of Regulars and Halberdiers by 10%
18 Tech Points
Barracks
Calculus
Gives Bombard Cannons and Siege Guns +10% damage
18 Tech Points
Factory
Artillery Tactics
Gives Field Guns and Field Artillery +10% Speed
18 Tech Points
Factory
Canister shot
Gives Field Guns, Field Artillery, Mobile Rocket Launchers and Fushion Casters +2 Area Damage radius
18 Tech Points
Factory
Machine Worked Tools
Decreases cost and build time of Bombard Cannons, Siege Guns and Self-propelled Artillery by 10%
18 Tech Points
Factory
Mercantilism
Gives all Trade Units +10% Trade Route Dropoff
18 Tech Points
Market
Blast Furnace
Gives Fortresses, Outposts and Wall Towers +10% Hit Points
18 Tech Points
University
Scientific Instruments
Gives Temples, Universities and Wonders +10% Hit Points and +1 Line of Sight
18 Tech Points
University
Rationalism
Gives Temples and Universities +1 Garrison Slot
18 Tech Points
University
Fifth Column
Grants Spies Contamination and Decontamination abilities
18 Tech Points
University
Crop Rotation
Gives Citizens +10% Special Resource Gather Rate
18 Tech Points
Warehouse
Industrial Age[]
Image
Name
Description
Cost
Building
Rifled Barrel
Gives Regulars, Riflemen, Assault Riflemen and Objective Force Warriors +1 Line of Sight and Range
18 Tech Points
Barracks
Guerilla Tactics
Gives all units +10% Conversion Resistance
18 Tech Points
Barracks
Urban Migration
Gives City Centers and Warehouses +5 Garrison Slots
18 Tech Points
City Center
Theory of Evolution
Increases Regional Power Duration by 25%
18 Tech Points
City Center
Light Bulb
Gives Imperial Lancers +10% Hit Points
18 Tech Points
City Center
Iron Plating
Gives all naval units +10% Hit Points
18 Tech Points
Dock
Manufacturing Efficiency
Gives Siege Guns and Self-propelled Artillery +10% Speed
18 Tech Points
Factory
Telegraph
Gives Trade Carts, Trading Cogs and Container Ships -20% Trade Load Time
18 Tech Points
Market
Railroad
Gives Trade Carts +10% Hit Points and Speed
18 Tech Points
Market
Standardized Training
Decreases the cost and build time of Imperial Lancers by 10%
18 Tech Points
Stable
Public Education
Gives Spies and Priests -15% Power Recharge Time
18 Tech Points
University
Nationalism
Gives Occupied Territories +3% Morale and Fervor
18 Tech Points
University
Modern Age[]
Image
Name
Description
Cost
Building
High Explosives
Gives Riflemen, Assault Riflemen, Objective Force Warriors, Machine Gunners and Mini Gunners +10% Damage
22 Tech Points
Barracks
Mortar Teams
Decreases cost and build time of Mortars, Incendiary Mortars and Bomblet Mortars by 10%
22 Tech Points
Barracks
Unions
Gives Citizens +20% Hit Points
22 Tech Points
City Center
Urban Warfare
Gives all buildings +10% Capture Resistance
22 Tech Points
City Center
Industry Regulations
Decreases cost and build time of City Centers and Houses by 10%
22 Tech Points
City Center
Progressive Reforms
Decreases cost and build time of Scouts and Citizens by 10%
22 Tech Points
City Center
Mass Transportation
Gives City Centers and Houses +10% Hit Points and +1 Line of Sight
22 Tech Points
City Center
Camouflage
Gives Field Artillery, Mobile Rocket Launchers and Fusion Casters +10% Hit Points
22 Tech Points
Factory
Mechanized Warfare
Gives Gun Tanks, Tank Destroyers, RPG Strikers, Disruptor Medium Tanks, Machinegun Tanks, Assault Tanks, Main Battle Tanks and Myrmidon Heavy Tanks no movement penalties in bad weather
22 Tech Points
Manufacturing Plant
Telephone
Gives Fortresses, Outposts and Wall Towers +1 Line of Sight and Range
22 Tech Points
University
Steel Construction
Gives Palisades, Palisade Gates, Walls, Wall Gates and Wall Towers +10% Hit Points and +1 Line of Sight
22 Tech Points
University
Heavy Machinery
Gives Citizens and Fishing Ships +10% Basic Resource Gather Rate
22 Tech Points
Warehouse
Atomic Age[]
Image
Name
Description
Cost
Building
Rationing
Decreases cost and build time of Riflemen, Assault Riflemen, Objective Force Warriors, Machine Gunners and Mini Gunners by 10%
22 Tech Points
Barracks
Modular Construction
Decreases cost and build time of all naval units by 10%
22 Tech Points
Dock
Off-shore Artillery
Gives Battleships, Missile Cruisers and Leviathans +3 Area Damage Radius
22 Tech Points
Dock
Combined Arms Tactics
Gives Field Artillery, Mobile Rocket Launchers and Fusion Casters +10% Speed
22 Tech Points
Factory
Rocketry
Gives Self-propelled Artillery and Net Fire Launchers +10% Hit Points
22 Tech Points
Factory
Portable Radios
Gives Tank Destroyers, RPG Strikers and Disruptor Medium Tanks +10% Damage
22 Tech Points
Manufacturing Plant
Armored Spearhead
Gives Assault Tanks, Main Battle Tanks and Myrmidon Heavy Tanks +10% Damage
22 Tech Points
Manufacturing Plant
Monetary Policy
Reduces Tribute Tax by 10%
22 Tech Points
Market
Synthetic Materials
Decreases cost and build time of Barracks, Factories and Manufacturing Plants by 10%
22 Tech Points
University
Underground Construction
Decreases cost and build time of Fortresses, Outposts and Wall Towers by 10%