This is a list of the technologies in Empire Earth III .
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City Center [ ]
Name
Description
Wealth
Epoch
Dig In
Select units, then target an area on the map. The selected units will construct a defensive barricade, which gives them a defensive bonus, but the units cannot move while dug in.
500
Ancient
Charge
Select units and target an enemy unit. Selected units will charge forward, getting an attack bonus on their first attack.
500
Ancient
Second Sight
Using Second Sight, the priest enters a trance and gains full line of sight to the selected area for a short while. The priest unit can't move or do anything else during this time.
300
Ancient
Health Boost
Increases the hit points of all Monks.
250
Medieval
Oratory
Increases the rate of conversion of enemies by Monks.
350
Medieval
Skirmish
Selected units will enter 'Skirmish' mode,and attempt to stay near their maximum range when attacking melee units. Giving the skirmishing unit a move or attack order will cancel skirmish mode.
250
Medieval
Instant Karma
Target a rival's unit. When the unit attacks a target, karma reflects the attack back on the unit, so the unit takes the damage and the target does not. If the unit survives its belligerence, the effect wears after awhile.
200
Colonial
Economy [ ]
Name
Description
Wealth
Epoch
Reinforced Warehouses
Increases the hit points of all Warehouses.
200
Ancient
Foreign Trade
Allows trade routes to be set up with other players' city centers and docks (excluding enemies).
500
Ancient
Speed Boost
Increases the speed of all land Trade vehicles.
400
Ancient
Watchmen
Increases the LOS (Line of Sight) of all Warehouses and Markets.
200
Medieval
Reinforced Markets
Increases the hit points of all Markets.
250
Medieval
Reinforced Construction
Increases the hit points of all Trade Trucks.
300
Modern
Barracks [ ]
Name
Description
Wealth
Epoch
Faster Attack
Increases the attack rate of all Swordsmen.
300
Ancient
Pierce-Resistant Armor
Halberdiers and Fire Lances receive reduced damage from arrows.
250
Ancient
Improved Range
Increases the range of all Bowmen and Gunmen.
400
Ancient
Fire Arrow
Attacks against buildings set them on fire, making them take damage over time. Fire arrows also set fire to wooden ships and artillery.
500
Ancient
Cheaper Gunmen
All Gunmen cost less to produce.
1,000
Modern
Stable & Factory [ ]
Name
Description
Wealth
Epoch
Speed Boost
Increases the speed of all Chariot and Cavalry Archers.
400
Ancient
Improved Range
Increases the range of all Chariot Archers.
250
Ancient
Health Boost
Increases the hit points of Mounted Samurai.
300
Medieval
Fragmentation Grenade
This early gunpowder weapon explodes in a small area, dealing damage to nearby units.
500
Colonial
Improved Range
Increases the range of all Heavy Tanks.
600
Modern
Cheaper Tankette Production
Tankettes (Light Tanks) cost less to produce.
1,000
Modern
Speed Boost
Increases the speed of the Kabutogani.
550
Future
Acid Globule
The unit fires a blob of acid that sticks to the target and slowly eats it away, dealing damage over time.
650
Future
Workshop [ ]
Name
Description
Wealth
Epoch
Siege Arrow
Crew will shoot large siege arrows against enemy buildings.
250
Ancient
Reinforced Construction
Increases the hit points of all Field Weapons (including the Malaysian Scorpion).
300
Ancient
Fire Resistance
All Traction Trebuchets are more resistant to fire damage.
200
Medieval
10,000 Enemy Bomb
Covers target area in a noxious gas, dealing damage and slowing units in its area of effect.
500
Medieval
Dragon Bolts
The Double Crossbow fires a larger, more-powerful 'dragon bolt,' increasing the size of the damage area.
500
Medieval
Improved Range
Increases the range of all Siege Weapons.
400
Colonial
Improved Range
Increases the range of all Field Weapons (including the Malaysian Scorpion).
400
Colonial
Bio Sludge
The unit fires a projectile filled with bio-sludge, which explodes for damage and leaves behind a thick, toxic cloud, which infects and damages units within it. The Self-Propelled Gun must decontaminate before it can move or attack again.
Future
Improved AOE
Increases the AOE (Area of Effect) of the Malaysian Scorpion's attack.
500
Future
Ship Yard [ ]
Speed Boost
Reinforced Construction
Improved LOS
Speed Boost
Lighthouse
Improved AOE
Enlarge Mooring Area
Advanced Torpedoes
Cheaper Air Missions
Acid Attack
Defense [ ]
Name
Description
Wealth
Epoch
Reinforced Construction
Increases the hit points of all Fortresses.
400
Ancient
Increased Firepower
All Fortresses do increased damage.
350
Ancient
Watchmen
Increases the LOS (Line of Sight) of all Towers.
400
Ancient
Lookouts
All Towers can detect stealthy units.
350
Ancient
Improved Range
Increases the range of all Fortresses.
400
Medieval
Fulltime Watchmen
Increases the LOS (Line of Sight) of all Towers.
400
Medieval
Reinforced Construction
Increases the hit points of all Walls and Towers.
300
Colonial
Advanced Construction
Increases the hit points of all Fortresses and Walls.
400
Modern
Increased Firepower
All Towers do increased damage.
250
Modern
Airbase [ ]
Name
Description
Wealth
Epoch
Improved AOE
Increase the AOE (Area of Effect) of bombs.
500
Modern
Cheaper Bombing Runs
Decreases the cost of launching Bombing Runs.
750
Modern
City Center [ ]
Name
Description
Wealth
Epoch
Careful Observation
All units in the spy line get increased LOS (Line of Sight).
100
Ancient
Infiltrate
Sneak through an enemy wall, appearing on the other side.
200
Ancient
Charge
Select units and target an enemy unit. Selected units will charge forward, getting an attack bonus on their first attack.
550
Ancient
Reinforced Construction
Increases the hit points of all Fortresses.
500
Ancient
Lookouts
All Fortresses can detect stealthy units.
250
Ancient
Cheaper Spies
All units in the spy line are cheaper to produce.
200
Medieval
Health Boost
Increases the hit points of all units in the spy line.
200
Medieval
Skirmish
Selected units will enter 'Skirmish' mode, and attempt to stay near their maximum range when attacking melee units. Giving the skirmishing units a move or attack order will cancel skirmish mode.
425
Medieval
Improved Firepower
All Fortresses do increased damage.
425
Medieval
Sabotage
500
Colonial
Ambush
Select units, and target an area on the map. The selected units will surround the selected location and become stealthy (detectable only by detectors). The selected units will get a bonus for their first attack on an enemy entering the ambush area.
650
Colonial
Dirty Bomb
Place the dirty bomb in a location. Seconds after the operative sets it up the bomb explodes, doing high damage to all units in the area (including the operative). The area is dangerously irradiated for awhile afterwards.
500 (and 500 raw materials)
Future
Economy [ ]
Name
Description
Wealth
Epoch
Foreign Trade
Allows trade routes to be set up with other players' city centers and docks (excluding enemies).
500
Ancient
Reinforced Warehouses
Increases the hit points of all Warehouses.
250
Ancient
Speed Boost
Increases the speed of all land Trade Vehicles.
250
Ancient
Reinforced Bazaars
Increases the hit points of all Bazaars.
250
Medieval
Watchmen
Increases the LOS (Line of Sight) of all Bazaars and Warehouses.
250
Medieval
Improved Construction
Increases the hit points of all Trailer Trucks.
450
Modern
Barracks [ ]
Name
Description
Wealth
Epoch
Improved Range
Increases the range of all Slingers/Gunmen in the unit line.
250
Ancient
Anti-Cavalry Training
All Axemen do increased damage to cavalry.
250
Ancient
Pierce-Resistant Armor
Decreases damage from arrows to all units in the Auxiliary line.
250
Medieval
Health Boost
Increases the hit points of all units in the Auxiliary line.
250
Medieval
Cheaper Gunmen
Decreases the cost of all Gunmen in the unit line.
1,000
Colonial
RPG
Rocket Propelled Grenades (RPGs) deal damage to an enemy target enemy and also stun them (target can't move or attack for a short time).
450
Modern
Anti-Tank
Increases the damage done to Tanks by all units in the Auxiliary line.
450
Modern
Land Mine
Plant a hidden land mine, which explodes when an enemy gets too close. Especially effective against tanks. Land mines can be spotted by detector units.
Modern
Stable & Factory [ ]
Name
Description
Wealth
Epoch
Improved Range
Increases the range of all Raider Cavalry.
250
Ancient
Improved Range
Increases the range of War Carts.
250
Ancient
Additional Slingers
Equips the War Cart with three additional Slingers.
350
Ancient
Heavier Warhorses
Increases the trample damage of Scythe Chariots and Cataphracts.
500
Ancient
Health Boost
Increases the hit points of all Camel Cavalry.
250
Medieval
Faster Warhorses
Increases the speed of Cataphracts (Shock Cavalry).
450
Medieval
Health Boost
Increases the hit points of Mameluke Archers.
350
Colonial
Faster Reload
Increases the rate of fire of Bedouin Camel Riders.
550
Colonial
Improved Range
Increases the range of Technicals.
500
Modern
Technical RPG
Rocket Propelled Grenades (RPGs) deal damage to an enemy target enemy and also stun them (target can't move or attack for a short time).
500
Modern
Workshop [ ]
Name
Description
Wealth
Epoch
Reinforced Construction
Increases the hit points of Rams and Juggernauts.
250
Ancient
Pierce-Resistant Material
Rams and Juggernauts take reduced damage from ranged units.
250
Ancient
Improved Range
Increases the range of all Field Weapons.
500
Modern
Improved Range
Increases the range of all Siege Weapons.
500
Modern
Radiation Attack
The Mobile Assault Vehicle's missiles will briefly irradiate the target, causing damage to units in the area.
500
Future
Ship Yard [ ]
Name
Description
Wealth
Epoch
Improved Construction
Increases the hit points of all ships on the Cruiser line.
200
Ancient
Speed Boost
Increases the speed of all ships on the Cruiser line.
275
Ancient
Improved Construction
Increases the hit points of all ships of the Fire Ship line.
300
Ancient
Improved Construction
Increases the hit points of all Fishing vessels.
150
Ancient
Cheaper Cruisers
Decreases the cost of all ships on the Cruiser line.
500
Medieval
Speed Boost
Increases the speed of all ships of the Fire Ship line.
300
Medieval
Speed Boost
Increases the speed of all Fishing vessels.
150
Medieval
Lighthouse
Improves the LOS (Line of Sight) of the Dock.
275
Medieval
Speed Boost
Increases the speed of all Trade vessels.
150
Medieval
Mooring Area
Moves out the buoys to increase the size of the area around the dock where ships get automatically repaired.
500
Medieval
Improved Construction
Increases the hit points of all ships in this line, from the Galleas to the Arsenal Ship.
400
Colonial
RADAR
Increases the LOS (Line of Sight) for the Destroyer and Arsenal Ship.
400
Future
Airbase [ ]
Name
Description
Wealth
Epoch
Cheaper Bombing Runs
Decreases the cost of flying Bombing Runs.
500
Modern
Larger Cargo Area
Increases the cargo capacity of all Rotor Transports, so they can transport more units.
400
Modern
MIRV
A very powerful ballistic missile with multiple warheads that explode around a selected target, doing massive destruction to a wide area.
1,000
Future
City Center [ ]
Name
Description
Wealth
Epoch
Faster Construction
All Builders construct buildings and structures faster.
100
Ancient
Charge
Select units and target an enemy unit. Selected units will charge forward, getting an attack bonus on their firt attack.
500
Ancient
Health Boost
Increases the hit points of all Builders.
100
Medieval
Skirmish
Selected units will enter 'Skirmish' mode,and attempt to stay near their maximum range when attacking melee units. Giving the skirmishing unit a move or attack order will cancel skirmish mode.
250
Medieval
Fix Vehicle
Allows the builder to use Repair to fix vehicles, including siege and field weapons.
100
Colonial
Recuperate
Selected units will begin healing over time, but can do nothing else while healing.
500
Modern
Economy [ ]
Name
Description
Wealth
Epoch
Speed Boost
Increases the speed of all land Trade Vehicles.
400
Ancient
Foreign Trade
Allows trade routes to be set up with other players' city centers and docks (excluding enemies).
500
Ancient
Reinforced Markets
Increases the hit points of all Markets.
200
Medieval
Reinforced Warehouses
Increases the hit points of all Warehouses.
250
Medieval
Watchmen
Increases the LOS (Line of Sight) of all Warehouses and Markets.
200
Medieval
Reinforced Trade Vehicles
Increases the hit points of all land Trade Vehicles.
400
Modern
Barracks [ ]
Name
Description
Wealth
Epoch
Health Boost
Increases the hit points of all Bowmen/Gunmen.
400
Ancient
Decreased Cost
All Bowmen/Gunmen cost less to train.
500
Ancient
Torch
Set fire to a target building (takes a little time) so the building takes damage over time.
500
Ancient
Spear Thong
A looped leather strap used to impart more force and spin to the projectile, increasing range and damage.
250
Medieval
Armor Piercing Arrow
Arrow with a hardened tip that deals more damage to cavalry. Used automatically.
400
Medieval
Pierce-Resistant Armor
All Swordsmen take reduced damage from arrows.
200
Medieval
Health Boost
Increases the hit points of all Swordsmen
300
Medieval
Decreased Cost
Pikemen cost less to train.
450
Colonial
Improved Gun Design
All Gunmen get increased range.
500
Colonial
Tear Gas
Target a building. The canister of tear gas explodes in a cloud, preventing the building from performing any activity for awhile (stops production and gathering).
500
Modern
Jetpack
Perform a jet-assisted jump over obstacles to a specified location within range.
650
Future
Stable & Factory [ ]
Name
Description
Wealth
Epoch
Health Boost
Increases the hit points of all Raider Cavalry.
250
Ancient
Faster Heavy Warhorses
All Shock Cavalry get increased speed.
450
Ancient
Faster Light Horses
Increases the speed of all Raider Cavalry.
500
Medieval
Battlefield Skills
All Shock Cavalry do increased damage.
450
Colonial
Improved Light Armor
Light Tanks take decreased damage from other tanks.
250
Modern
Cheaper Tank Production
All Heavy Tanks cost less to produce.
1,000
Modern
Improved Ordnance
All Heavy Tanks do increased damage.
500
Modern
Reactive Armor
Protective armor that counters the explosive force of enemy tank shells, so the unit takes less damage from tanks.
500
Future
Workshop [ ]
Name
Description
Wealth
Epoch
Speed Boost
Increases the speed of all Field Weapons.
250
Ancient
Improved Firing Mechanism
Increases the damage done by the Lithobolos and the Chieroballista.
400
Medieval
Reinforced Construction
Increases the hit points of all Siege Weapons.
350
Medieval
Improved Range
Increases the range of all Siege Weapons.
500
Medieval
Grapeshot
Increases area and damage of attack, but decreases range.
300
Colonial
Anti-Air
Grants the 88mm the ability to shoot air targets.
500
Modern
Mustard Gas
Fires a shell that explodes, spreading a toxic cloud that deals damage over time and slowing infantry and cavalry in the area.
400
Modern
Ship Yard [ ]
Name
Description
Wealth
Epoch
Speed Boost
Increases the speed of all Trade Ships.
300
Ancient
Speed Boost
Increases the speed of all Small Ships.
200
Ancient
Reinforced Construction
Increases the hit points of all Small Ships.
250
Ancient
Reinforced Construction
Increases the hit points of all Large Ships.
400
Ancient
Faster Reload
All Large Ships get a faster rate of fire.
100
Ancient
Lighthouse
Improves the LOS (Line of Sight) of the Dock.
250
Medieval
Depth Charges
Fling barrels of explosives overboard. The barrels detonate at depth, dealing a large damage over an area, but only to submersed subs.
350
Colonial
Full Broadside
Fires on a target with all guns at once, dealing a large amount of damage. Must wait to fire another.
300
Colonial
Mooring Area
Moves out the buoys to increase the size of the area around the dock where ships get automatically repaired.
200
Colonial
Improved Range
Increases the range of all Large Ships.
200
Modern
SLCM
A Submarine Launched Cruise Missile allows the sub to attack targets deep inland.
500
Future
SONAR
Carriers can detect stealthy units.
500
Future
Defense [ ]
Name
Description
Wealth
Epoch
Reinforced Construction
Increases the hit points of all Fortresses and Towers.
400
Ancient
Improved Materials
Reduces the damage done by rock projectiles to all Fortresses and Towers.
250
Ancient
Watchmen
Increases the LOS (Line of Sight) of all Fortresses and Towers.
300
Medieval
Range Boost
Increases the attack range of all Fortresses.
400
Medieval
Lookouts
All Towers can detect stealthy units.
200
Medieval
Improved Firepower
All Towers do increased damage.
300
Colonial
Improved Firepower
All Anti-Air Emplacements do increased damage.
250
Modern
Advanced Construction
Increases the hit points of all Fortresses.
450
Future
Advanced Construction
Increases the hit points of all Anti-Air Emplacements and Towers.
300
Future
Reinforced Walls
Increases the hit points of all Walls.
200
Future
Airbase [ ]
Name
Description
Wealth
Epoch
Improved Ordnance
All Fighter-Bombers do increased damage.
500
Modern
Improved Bombs
Increases the AoE (Area of Effect) of all Bombers.
750
Modern
Advanced Bombs
Increases the damage done by all Viper Bombers.
500
Future
Improved Construction
Increases the hit points of all Attack Helicopters.
300
Future