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This is a list of Technologies which are organised by the building they are constructed from and the age in which they can be researched.

Overview[]

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[]

Foundation 2 "What?! The foundations are set, but the citizens have abandoned their duty!"
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Image Name Description Cost Building
Fertility Rituals Icon Fertility Rituals Decreases the cost and build time of Scouts and Citizens by 10%. 8 Tech Points (15 seconds) City Center
Seasonal Hunting Groups Icon Seasonal Hunting Groups Decreases the cost and build time of City Centers and Houses by 10% 8 Tech Points (15 seconds) City Center
Weaving Icon Weaving Increases the Citizens hit points by 20%, from 30 to 36 8 Tech Points (15 seconds) City Center
Flaked Stone Crafting Icon Flaked Stone Crafting Decreases the cost and build time of the Bow Man, Composite Bow Man, Crossbow Man, Grenade Pistoleer and Assyrian Bow Man by 10% 8 Tech Points (15 seconds) Barracks
Fire Hardened Weapons Icon Fire Hardened Weapons Increases Maceman, Swordsman and Man at Arms damage by 10% 8 Tech Points (15 seconds) Barracks
Primitive Supply Caches Icon Primitive Supply Caches Icon Increases the basic resources gathering rate of Citizens and Fishing Galley by 10% 8 Tech Points (15 seconds) Warehouse
Fine Stone Working Icon Fine Stone Working Icon Increases the Capture Resistance of all Buildings by 10% 8 Tech Points (15 seconds) University
Wheeled Carts Icon Wheeled Carts Increases the Stone Thrower, Scorpion, Ballista and Culverin Speed by 10% 8 Tech Points (15 seconds) Workshop

Copper Age[]

Image Name Description Cost Building
Shipwright Reduces cost and build time of all Naval Units by 10% 8 Tech Points Dock
Herd Culling Gives Mounted Slingers, Mounted Skirmishers and Horse Archers +10% hit points 8 Tech Points Stable
Horse Breeding Gives Mounted Slingers, Mounted Skirmishers and Horse Archers +10% damage 8 Tech Points Stable
Plow to Spears Gives Mounted Infantry, Armored Cavalry and unique cavalry +10% damage 8 Tech Points Stable
Class Structure Reduces cost and build time of Spies and Priests by 10% 8 Tech Points Temple
Ornamentation Gives Priests -10% Conversion Time Modifier 8 Tech Points Temple
Grindstone Reduces cost and build time of Barracks, Workshops, Factories, Stables and Manufacturing Plants by 10% 8 Tech Points University
Mathematics Gives Fortresses, Outposts and Wall Towers +1 Line of Sight and Range 8 Tech Points University
Bureaucracy Reduces cost and build time of Fortresses, Outposts and Wall Towers by 10% 8 Tech Points University
Masonry Reduces cost and build time of Temples, Universities and Wonders by 10% 8 Tech Points University
Improved Defenses Gives Palisades, Palisade Gates, Walls, Wall Gates and Wall Towers +10% hit points and +1 Line of Sight 8 Tech Points University
Copper Nails Gives Stone Throwers, Scorpions and Ballistas +10% hit points 8 Tech Points Workshop

Bronze Age[]

Image Name Description Cost Building
Warrior Class Enables Elite Upgrade for the first unique unit 8 Tech Points Barracks
Archery Gives Composite Bow Men and Crossbow Men +10% damage 8 Tech Points Barracks
Naval Tactics Gives Triremes and Decaremes +10% damage 8 Tech Points Dock
Currency Allows Foreign Trade for Trade Carts, Trading Galleys, Trading Cogs and Container Ships 8 Tech Points Market
Commercial Law Reduces Tribute Tax by 10% 8 Tech Points Market
Horse Farms Reduces cost and build time for Mounted Slingers and Mounted Skirmishers by 10% 8 Tech Points Stable
Medicine Gives Houses +2 population cap 8 Tech Points University
Storage Rooms Gives Fortresses +5 Garrison Slots and Wall Towers +2 Garrison Slots 8 Tech Points University
City States 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 14 Tech Points Stable
Load Bearing Beams Gives Fortresses +5 Garrison Slots and Wall Towers +2 Garrison Slots 14 Tech Points University
Surveying 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% 22 Tech Points University
Reinforced Concrete Gives Fortresses +5 Garrison Slots and Wall Towers +2 Garrison Slots 22 Tech Points University
Intelligence Agencies Gives Spies and Priests +10% Hit Points and Speed 22 Tech Points University

Digital Age[]

Image Name Description Cost Building
Wide Body Aircraft Gives Paratrooper Planes and Heavy Paratrooper Planes +4 paratroopers 22 Tech Points Airport
Improved Signaling Systems Gives Incendiary Mortars and Bomblet Mortars +10% Damage 22 Tech Points Barracks
Computers Gives the third unique unit an elite upgrade 22 Tech Points Barracks
Pharmaceuticals Gives Houses +2 Population Cap 22 Tech Points City Center
Radar Gives Submarines, Manta Submarines, Battleships, Leviathans, Destroyers and X Ships +10% Damage 22 Tech Points Dock
GPS Gives Self-propelled Artillery and Net Fire Launchers +10% Damage 22 Tech Points Factory
Plastics Decreases the cost and build time of Mobile Rocket Launchers and Fusion Casters by 10% 22 Tech Points Factory
Robotics Decreases the cost and build time of Main Battle Tanks and Myrmidon Heavy Tanks by 10% 22 Tech Points Manufacturing Plant
Reactive Armor Gives RPG Strikers and Disruptor Medium Tanks +10% Hit Points 22 Tech Points Manufacturing Plant
Globalization Gives all trade units +10% Trade Route Dropoff 22 Tech Points Market
Advanced Polymers Decreases the cost and build time of Palisades, Palisade Gates, Walls, Wall Gates and Wall Towers by 10% 22 Tech Points University
Titanium Construction Gives Fortresses, Outposts and Wall Towers +10% Hit Points 22 Tech Points University

Genetic Age[]

Image Name Description Cost Building
Special Forces Teams Gives Spies +20% Sabotage Duration and Contaminate Damage 26 Tech Points University
Laser Guidance Gives Mobile Rocket Launchers and Fusion Casters +10% Damage 26 Tech Points Factory
Fuel Cells Gives All Naval Units +10% Speed 26 Tech Points Dock
Anti-Ballistic Missile Systems Gives Ground to Air Missiles and Gatling Lasers ICBM Targeting Probability 26 Tech Points Airport
Remote Operated Vehicles Decreases cost and build time of RPG Strikers and Disruptor Medium Tanks by 10% 26 Tech Points Manufacturing Plant
Advanced Enrichment and Refining Gives Citizens +10% Special Resource Gather Rate 26 Tech Points Warehouse
Gene Therapy Decreases cost and build time of Spies and Priests by 10% 26 Tech Points University
Fiber Optics Decreases cost and build time of Net Fire Launchers by 10% 26 Tech Points Factory
Kevlar Body Armor Gives Assault Riflemen, Objective Force Warriors and Mini Gunners +10% Hit Points 26 Tech Points Barracks
Reflective Fibers Gives Incendiary Mortars and Bomblet Mortars +10% Hit Points 26 Tech Points Barracks
Advanced Materials Gives Temples, Universities and Wonders +10% Hit Points and +1 Line of Sight 26 Tech Points University
Virtual Reality Gives Temples and Universities +1 Garrison Slot 26 Tech Points University

Synthetic Age[]

Image Name Description Cost Building
Implants +3 Healing Radius for Medics 26 Tech Points University
Smart Vehicles +10% Speed for Net Fire Launchers 26 Tech Points Factory
Sentient AI +10% Conversion Resistance for all units 26 Tech Points University
Sensory Enhancement +3% Morale, +3% Fervor for occupied territories 26 Tech Points University
Automated Highways +10% HP, +10% Speed for Trade Carts 26 Tech Points Market
Spiritual Revolution Reduces cost and build time of Temples, Universities and Wonders by 10% 26 Tech Points University
Ergonomics +5 Garrison Slots for City Center and Warehouses. 26 Tech Points City Center
Virtual Market -20% Trade Unit loading time, reducing the time it takes being unloaded/loaded inside docks and markets 26 Tech Points Market
Cybernetic Organisms -15% Power Recharge Time for Spies, MI-6 Agent, Priests 26 Tech Points University
Artificial Brain +25% Regional Power Duration 26 Tech Points City Center
Magnetic Dampening Shields Gives Myrmidon Heavy Tanks an additional +10% hitpoints 26 Tech Points Manufacturing Plant
Nano Machines Gives all naval units an additional +10% hit points 26 Tech Points Dock
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