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    FAQ/Strategy Guide by oblivion from aoc

    Version: 1.00 | Updated: 07/16/09 | Printable Version | Search This Guide

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                                       Guide by
    
                                   oblivion from aoc
                                     and TheAceman
    
                                     Version 1.00
    
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    | <___| <___/|              0. - Table of Contents               | <___| <___/|
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    0. Table of Contents 
    
    1. Introduction
    
    2. Epochs
       2I.......Prehistoric
       2II.     Stone
       2III.....Copper
       2IV.     Bronze
       2V.......Dark
       2VI.     Middle
       2VII.....Renaissance
       2VIII.   Imperial
       2IX......Industrial
       2X.      Atomic WWI
       2XI......Atomic  WWII
       2XII.    Modern
       2XIII....Digital
       2XIV.    Nano
       2XV......Space
    
    3. Map types
    
    4. Wonders
    
    5. Resources
       5a.      Food
       5b.......Wood
       5c.      Stone
       5d.......Gold
       5e.      Iron
    
    6. Special Powers
    
    7. Misc units not available in Random Map
    
    8. Notes/references
       8a.  Developer features
       8b...Patches
       8c.  Technology list
       8d...Hotkeys
       8e.  Hero table
       8f...Unit stats table
    
    9. Version history
    
    10. Copyright/contact
    
    11. Credits
    
    
      To jump to a section, press CTRL+F and enter the name of the section and you
      should jump to hit quite quickly.
    
    
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    | <___| <___/|                1. - Introduction                  | <___| <___/|
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    This guide is dedicated to Sierra's awesome game Empire Earth and the add-on
    pack The Art of Conquest. I hope to be able to allow people to see just how
    vast this game really is. I also hope to be able to provide much information
    about the many facets of this fascinating game. I am not designing this to be
    a be-all end-all strategy guide or to be anything similar.
    
    I am designing this really to show off Empire Earth's capabilities as well as
    provide information that should prove helpful to people interested in this
    game. A 'promotion' so to speak. As such I am trying to avoid giving away
    game secrets but am more trying to provide others with the 'basics' that
    should help get the average (or lesser) player through with minimal hair
    loss. I don't plan on covering strategies for the campaigns because I feel
    for that there is already an excellent strategy guide available to help with
    those (and I recommend it to those interested in the numbers and such for
    unit hit points, attack, as well as campaign walkthroughs).
    
    What I plan on is a walkthrough of the basic game mechanics and basic
    strategies that are already available via the included manuals, readme’s, and
    posters but only available there in a less concise format (deductive
    reasoning to most). While explaining this info, why not exploit some eye
    candy as well. Well, the eye candy isn't that great but should give you an
    idea as to what the game looks like zoomed way out. Less detailed graphics
    means shorter page loading times for us 56K modem users (yes, we still exist
    or at least I do anyway). The graphics do show that Empire Earth is scaled
    fairly well between people and building size.
    
    I plan on breaking this all down by epoch (from I to XV) as well as by
    substance issues (like Wonders, Resources, and such). I feel by breaking it
    down this way, most can understand things much better. Of course during
    gameplay, having an epoch or more advantage over an opponent can really make
    things easier for you but on the same token, having an epoch or more deficit
    with your opponent can spell death but is still not a certainty. Through unit
    upgrades and other improvements, you can be behind an epoch or more yet still
    be stronger. One of the many more fascinating aspects of Empire Earth. You
    can be 'behind' in epochs but still be ahead. There's no steadfast rule for
    success or failure but there are basics, that if learned, mean that the game
    will become much more enjoyable. I hope to help provide those basics for you
    on this site.
    
    
    First off, there are different games within this game.
    
    The differences are covered well in chapter 3 of the Empire Earth manual.
    Here is some added information to what is there in chapter 3.
    
    First, setting the army number in random map and multiplayer games can be
    very crucial to gameplay decisions. Less armies available means that you need
    to balance resource gathering with military, whereas large army sizes means
    less management of your staff between resource/military will be needed. This
    knowledge comes with experience and becomes a big factor later on with many
    players as they become more advanced. With small army size, many kick in
    resource gathering to start then shift to military production which means
    starting out focusing your resources on creating citizens to collect
    resources, and as you collect more resources, you create more citizens to get
    the resources coming in quicker. The down side is that citizens are not that
    great at defending against military units. Which leads to the "rush"
    technique where a player puts their first resources into a military rather
    than citizens. It is known as a "rush" because the player using this
    technique has to rush their first few military units over to the opponent to
    do the most damage BEFORE the opponent hopefully has a chance to create a
    counterattack. If successful, a rush can pretty much destroy someone before
    they get a chance to start. If unsuccessful, it usually means that the person
    trying the rush can probably get wiped out early because they sacrificed
    making citizens and their economy in an unsuccessful attack and are now
    behind because they lost military and also did not develop a better economy.
    Lesson, always try to balance out your gameplan. Try to focus on ALL aspects
    instead of just one. If you make too many citizens, you have too few military
    (and are therefore a target for someone with more military strength). If you
    focus too much on military, you can't upgrade nor build as fast as others and
    therefore your military becomes weak. Weak means death. You need the
    resources to build a military and upgrade the military. You need the military
    to protect your resources. It is a two way street and if you over emphasize
    one and not the other, you become weaker than someone who has a balanced mix
    of economy and military.
    
    So, you need to understand military and economy. They work hand in hand. You
    need the military to protect your economy and the economy to create and
    develop your military. That is pretty much the basics and basis for most
    military games, management of resources. You have your economic resource and
    your military resource and must learn to use them together to make your
    people strong. Balanced also does not really mean 'equal' but more that each
    works well together. Too many resources coming in without something useful to
    protect those resources coming out, means disaster. Likewise, not enough
    people collecting the resources you need means that you can't build as good a
    military, which means that you can't protect your resource gathering as well,
    which means weak again.
    
    So, resources must work together with the military. But also, certain
    resources are more crucial at times than others. If building atomic bombers,
    you need lots of gold and iron. If building ships, then you need wood with
    gold and/or iron depending on the ship. remember also, to try and keep a
    balanced force and to not try to rely on one unit. One unit is easy to
    counter and also makes you weak. Atomic bombers are powerful but if they keep
    getting shot down out of the sky before they can drop an atomic bomb to cause
    damage, they then become a waste. Battleships are great but they stink
    against submarines. Each unit has a nemesis which is why balancing becomes
    important. Different epochs lead to different strategies though because each
    epoch has its own units and therefore its own strategy. Much tougher to knock
    down a wall with a board (Sampson) than with an atomic bomb. You wanna be
    that guy with the atomic bomb while the other guy just has a stick in his hand.
    
    Well, how about a talk on resources now? OK go here .
    
    Resources alone won't get you a win, BUT it will get you started. I mean you
    can have your citizen toss a chunk of gold at the enemy but it would be
    better if you used that gold to build stronger military units. You collect
    resources for a reason and that reason is to kick butt with cool units and
    awesome upgrades and unit improvements.
    
    Another note is about "combos" or combinations of units. Probably my favorite
    is the combination of War Elephants and Elephant Archers. Lots of hit points
    and some range. Elephant archers are a kind of combo in their own way with
    range AND hit point advantages over most other units. Another combo that I'll
    mention a lot is the spear and archer combo. The archer's basic nemesis is
    the sword unit and the sword unit's nemesis is the spear unit. The spear unit
    gets used as a barrier between the archer and would-be attackers of your
    archers. A water combo is the submarine and battleship combo. Battleships
    pretty much annihilate most other boats but subs make quick work of
    battleships. Battleships can't attack subs at all. Using fighter/bomber
    planes to take out air resistance for your Atomic Bombers is another type of
    combo as well. There is also another water based trio of carriers,
    battleships and subs which are really tough to take on. In the Space epoch,
    Capitol Ships and Space Carriers make a good combo. Also, balloons, and the
    Spy Satellite* make excellent spotters for many ranged infantry like mortars
    and artillery. Snipers also work well as spotters (since they are invisible
    until within range). Using different units to strengthen each other and
    protect one another is always a good strategy. Having HUGE armies is always a
    plus as well. Unit relationships, upgrades, and so on aren't everything but
    can help give you an edge in most games. There's always that guy with 200
    Clubmen who takes out your 5 tanks with ease. When in doubt, max things out.
    
    Most of us "old" strategy gamers take our basic knowledge for granted. From
    much experience, we have developed an easy to follow plan, but through that,
    we have sort of shut out the newer person from how we gained this
    information. I hope to instil some of this knowledge into newer gamers (and
    as a sort of review for the old veterans as well). There are no clear cut
    answers, but every good leader develops a good plan. This information should
    help MOST people to plan better. And right after his 200 Clubmen wiped out my
    5 tanks, my B-29 Bomber nuked his Clubmen, go figure!
    
    So how about getting started now?
    
    
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    | <___| <___/|                   2. - Epochs                     | <___| <___/|
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    This is the epochs section, there are 15 epochs in total. Each section will
    give you a detailed guide on:
     - introduction to the epoch
     - units available from where and what resource is needed
     - useable civ bonuses and which civ bonuses are applied to that age of each
       civilization.
     - which bonuses apply to which unit
    
       2I.......Prehistoric
       2II.     Stone
       2III.....Copper
       2IV.     Bronze
       2V.......Dark  
       2VI.     Middle
       2VII.....Renaissance 
       2VIII.   Imperial   
       2IX......Industrial   
       2X.      Atomic WWI  
       2XI......Atomic  WWII
       2XII.    Modern
       2XIII....Digital
       2XIV.    Nano
       2XV......Space
    
    -------------------------------------------------------------------------------
    IIIII                       |
     III                        |
     III                        | 2I. Prehistoric
     III                        |
    IIIII                       |
    -------------------------------------------------------------------------------
    
    Analysis
    
    In the Prehistoric Epoch, there isn't a whole lot to do except try to advance
    to another epoch (if available). This epoch is very basic and pretty
    straightforward as far as strategies. You have very few options available.
    You can't do anything on the water, no farming, very limited military, and
    slow resource gathering. On the positive side, everyone else is slowed down
    as well and are just as handicapped. Forage food and throw rocks is about it
    in this epoch. Best to try and move on to another epoch.
    
    Economy
    
    Food and wood are the big necessities in this epoch. Gold is probably third
    with stone just about as useful. Iron is needed for the Clubman but is not a
    real priority. Rock throwing and clubbing are the military of the day.
    Priests and Prophets are the real military might though. "Ugg throw rock real
    good but leader say follow me and Ugg now follow him."
    
    Unit resource breakdowns:
    
    Canine Scout = food
    Citizen = food
    Clubman =  food & iron
    Priest = food & gold
    Prophet = food & gold
    Rock Thrower = food & gold
    
    Building resource breakdowns
    
    Barracks = wood
    House = stone & wood
    Settlement = wood
    Temple = stone & wood
    Tower = stone 
    
    To start out, you'll need a couple Citizens which you should start out with.
    Next objective is to build a Settlement Town Center then Capitol as needed.
    To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
    the Settlement. After 10 Citizens populate a Town Center it becomes a
    Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
    or a Capitol (but not a Settlement) you can produce more Citizens or even the
    Canine Scout which can go through trees and makes a decent unit to "see what
    the Joneses are up to". Got to keep up with those Joneses you know.
    
    Also, try to keep a Settlement, Town Center or Capitol near resources so that
    the resources are gathered faster. Don't make the citizens have to walk too
    far.
    
    Next is the house. The house makes your units stronger and more durable
    within range of the house. Houses help improve your defenses. Town Centers
    and Capitols also provide defensive bonuses as well.
    
    The Babylon Priest Tower "rush" in epochs I and II*
    
    Many people have panicked because of the lack of a university to 'protect'
    you from conversion by these buildings. Priests are mobile and can reconvert
    or convert. Build a Temple and a few Priests to protect against this. If your
    opponent didn't think to build Temples nearby these buildings then by all
    means make a Prophet and use Earthquake to take down the tower(s). A Babylon
    Priest Tower can only try to convert one unit at a time. Also, if your
    opponent does happen to put up a tower close to one of your producing
    buildings (Capitol, Town Center, or Barracks) just set a rally point away
    from the tower so that units produced don't get converted just standing
    around. If a Priest Tower gets set up around one of your resource areas, have
    some Rock Throwers combined with Priests to take it or them out. When one of
    your Rock Throwers gets close to being converted, pull him back out of the
    way so that he doesn't get converted. If a Rock Thrower does get converted,
    use a Priest to convert him back. Priests and Prophets can't be converted in
    the first two epochs so don't be afraid to keep a Priest or a Prophet hanging
    around Priest Towers. Also, buildings can't be converted by Priest Towers
    either. Therefore a Tower can be built close by using the same principle of
    putting a Citizen near the Priest Tower to build a Tower. When the Citizen
    gets close to conversion, pull him away and bring in another Citizen. The
    Priest Tower 'rush' is not as bad as a Priest rush can be though because you
    can see where a Priest Tower is and they can't move. A Priest on the other
    hand can disappear to somewhere else. The Kingdom of Israel's Priests can be
    MUCH nastier because they are cloaked (invisible). Try defending against an
    invisible enemy that can sneak up and convert you. There is always a way to
    combat any situation. The best way is to use your head and think through what
    the problem is and what the solution to that problem is. there is always a
    unit (or two or three) that can counter whatever your enemy throws at you.
    
    Towers (defense)
    
    After you get your economy going with food and wood production/collection,
    you'll want to start thinking about your defensive and military options. For
    defense you have the Primitive Tower available which is very sturdy for the
    epoch. Takes a lot for any of the units in the Prehistoric age to even dent
    these suckers. There are no walls though and it takes a bit to gather the
    stone to put up a couple here and there where they may protect important
    areas, resources and/or buildings. Also, in the early going, these towers can
    help protect against the famed "Babylon Priest Tower rush" where someone
    playing as Babylon puts up a bunch of Priest Towers to convert units. A
    Primitive Tower in an area can't be converted and if the Babylon player puts
    up a Priest Tower too close to a Primitive Tower, use the Primitive Tower to
    beat it down. Putting up a small group of Primitive Towers in key places can
    help keep out the Priest Tower rushers. Priest Towers can't convert buildings
    in the Prehistoric Epoch. You can improve the range of Towers but can only
    increase it once. Once is all you need though. Also take note, trees and
    other obstacles make great boundaries for your village, town, and eventual
    (hopefully) prosperous city. Also note that Carthage's Pathfinding* ability
    negates this strategy in The Art of Conquest Expansion.
    
    Priests/Prophets
    
    In all epochs, the Priests and Prophets are made at the Temple. No
    universities in this epoch so there is no safeguard against Priests (or
    Priest Towers). Prophets can not do their 'voodoo' around a temple so there
    is protection against Prophets if you plan out making Temples for protection.
    Not having Universities doesn't create a real problem against Priests though.
    What can be converted can be converted back. Remember also that in the
    'Priest Tower rush' that Priest Towers can't move whereas Priests are moving
    Priest Towers in a way. A really good strategy is to make several priests and
    keep them around where any Babylon Priest Tower may be. If some of your units
    get converted, use the priests to convert them right back. Priests can't
    convert other Priests until a much later epoch. Priests also can't convert
    Prophets. Priest Towers can't convert Priests until a much later epoch and
    also can't convert Prophets either.
    
    There are two upgrades available in the Prehistoric Epoch and both are only
    for the Prophet. The Mysticism upgrade , which increases Prophet's hit
    points, and the Sandals upgrade , which increases the Prophet's speed.
    
    Military
    
    Barracks
    
    The Barracks is it and no other military buildings? Yes it is. And only two
    units as well from here. The Clubman and Rock Thrower are the only two
    military units that you can build in this epoch. The Clubman is a basic
    infantry unit and the Rock Thrower is a basic range unit. Improvements to hit
    points, range, speed, and attack are arbitrary depending on your playing
    style. If you like moving fast across the map then improve speed - can't hurt
    what you can't catch. If you like just 'duking it out' up close then hit
    points will keep you healthier longer. If you need some extra umph in your
    attack, then improve attack. For the Rock Thrower, range can give you an edge
    by allowing you to attack from farther away. But anyway, you should always
    try to improve your units to suit your playing style and/or situation. Each
    improvement has a good effect so improve when you can.
    
    Civilizations and their bonuses (bonuses vary between different
    versions/updates)
    
    Note: How to determine which bonuses are right for you? Look at how you plan
    to play the battle. If you plan on walling yourself in then the Civ - Economy
    (stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
    If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
    Economy (gold) bonuses are the way to go. Each civilization has its
    advantages and disadvantages throughout each epoch and each map type. Island
    maps will require ships and ships require wood, gold, and iron so not only
    the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
    There is no perfect civilization and even picking a civilization that may
    seem 'handicapped' usually does not decide a game's fate same as picking a
    seemingly advantaged civilization does not decide either, but it can help if
    facing a similar opponent and any edge you can get over some one else is a
    good thing I feel. The nice part of Empire Earth is that the game structure
    allows for miscalculations without any severe penalties. The other player's
    Ships may have better range but yours are faster so the range advantage is
    not very useful now because with the speed, the shots now miss most of the
    time. There is always a counter for everything available. Improvements give
    an advantage to a certain area. Also, the beginning civilization bonuses give
    an early advantage and a later advantage as well. Even though you may start
    out with a civilization bonus of Infantry - Ranged (range) you can still
    improve that range more with the unit improvement feature. So you start out
    with +2 but then improve twice more at +2 each time so now the range is +6
    whereas your opponent can only upgrade range twice and didn't have the
    starting Infantry - Ranged (range) bonus so can only get to a +4 range.
    However, his civilization started out with a Citizens & Fishing Boats (speed)
    bonus so he can therefore get more resources faster. More resources = faster
    and larger army production. See how that works?
    
    Also, a breakdown on how the bonus system can be applied to units.
    
    Civ - Building, Walls & Towers = defensive bonuses
    Infantry - Ranged = Rock Thrower
    Infantry - Sword = Clubman
    Religion - Priests = Priest
    Religion - Prophets = Prophet
    
    Economy bonuses are always good as are Citizen bonuses too. 
    
    Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
    hunting & foraging), Civ - General (conversion resistance)
    
    Assyrian Empire = Citizens & Fishing Boats (range), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (hunting & foraging), Civ -
    General (pop cap)
    
    Babylon = Citizens & Fishing Boats (hit points), Civ - Buildings, Walls &
    Towers (range), Civ - Economy (stone, wood), Religion - Prophets (range, speed)
    
    Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
    Walls & Towers (cost, hit points), Civ - General (pop cap), Infantry - Ranged
    (range, speed), Infantry - Sword (attack, hit points, speed)
    
    Carthage = Citizens & Fishing Boats (cost), Civ - Economy (stone), Civ -
    General (mountain combat), Infantry - Ranged (armor, cost)
    
    Kingdom of Israel = Citizens & Fishing Boats (build time), Civ - Economy
    (iron), Infantry - Sword (hit points, speed), Religion Priests (build time,
    cost, hit points), Religion - Prophets (hit points, range)
    
    Austria = Citizens & Fishing Boats (attack, cost), Civ - Economy (hunting &
    foraging), Civ - General (conversion resistance)
    
    England = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (cost, range), Civ - Economy (gold), Infantry - Ranged (hit points,
    range)
    
    Franks = Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy (gold,
    wood), Civ - General (conversion resistance), Religion - Prophets (cost, range)
    
    Kingdom of Italy = Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (stone), Civ - General
    (mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
    (hit points, range, speed)
    
    Ottoman Empire = Citizens & Fishing Boats (build time, speed), Civ - Economy
    (stone), Civ - General (pop cap), Religion - Priests (cost, hit points)
    
    Spain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers
    (range), Civ - Economy (iron), Civ - General (mountain combat), Infantry -
    Ranged (attack, build time, hit points), Religion - Priests (hit points, range)
    
    France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
    & Towers (attack, hit points, range), Civ - Economy (gold, wood), Infantry -
    Ranged (attack, range)
    
    Germany = Citizens & Fishing Boats (cost, hit points), Civ - Economy (stone)
    
    Great Britain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls &
    Towers (attack, build time, range), Civ - Economy (gold, hunting & foraging)
    
    Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ -
    Economy (stone), Civ - General (conversion resistance), Infantry - Ranged
    (build time, cost)
    
    Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (attack), Civ - Economy (iron), Civ - General (pop cap), Infantry -
    Ranged (build time, hit points)
    
    United States = Citizens & Fishing Boats (attack, speed), Civ - Buildings,
    Walls & Towers (build time, cost), Civ - Economy (gold, iron), Civ - General
    (pop cap)
    
    China = Citizens & Fishing Boats (cost), Civ - General (pop cap)
    
    Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
    Walls & Towers (hit points, range), Civ - Economy (wood) Rebel Forces =
    Citizens & Fishing Boats (build time, range), Civ - Buildings, Walls & Towers
    (hit points), Civ - Economy (iron), Civ - General (mountain combat), Infantry
    Ranged (attack, range)
    
    Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
    (pop cap), Infantry - Ranged (armor, speed)
    
    Korea = Civ - Economy (gold), Civ - General (mountain combat), Infantry -
    Ranged (armor, hit points)
    
    Civilization Specific Powers*
    
    For the Prehistoric epoch, these civilizations have these powers:
    
    Assyrian Empire = Slavery (I-XV)
    Babylon = Priest Towers (I-XV)
    Byzantine Rome = Insurance (I-XV)
    Carthage = Pathfinding (I-XV)
    Kingdom of Israel = Emissaries (I-XV)
    England = Exploration (I-XV)
    Kingdom of Italy = Metallurgy (I-XV)
    Ottoman Empire = Expansionism (I-XV)
    France = Camouflage (I-XV)
    Russia = Advanced Mining (I-XV)
    China = Just In Time Manufacturing (I-XV)
    Rebel Forces = Cloaking (I-XV)
    Korea = Fanaticism (I-XV) 
    
    
    -------------------------------------------------------------------------------
    IIIII IIIII                 |
     III   III                  |
     III   III                  | 2II Stone
     III   III                  |
    IIIII IIIII                 |
    -------------------------------------------------------------------------------
    
    Analysis
    
    In the Stone Epoch, there isn't a whole lot to do except try to advance to
    another epoch (if available). This epoch is basic and pretty straightforward
    as far as strategies. You have a few options available but still not that
    many. You can't do any farming, very limited military, and slow resource
    gathering. On a positive note, you can now play in the water and have the
    Archery Range available. A good Combo is the Spearman and Slinger combo or
    Spearman and Rock Thrower combo.
    
    Economy
    
    Food and wood are the big necessities in this epoch. Food is limited since no
    farming and only hunting and foraging. Wood is needed for rafts (not able to
    build boats yet) and buildings. Gold is needed as well now. Stone is for
    defense and iron still is not as useful as the other resources. Iron does
    help if there is a sea map though because the War Raft can be useful for
    ruling the seas. You can also fish so food isn't as limited as the
    Prehistoric Epoch but is still limited.
    
    Unit resource breakdowns:
    
    Canine Scout = food
    Citizen = food
    Clubman =  food & iron
    Fishing Raft = wood
    Priest = food & gold
    Prophet = food & gold
    Rock Thrower = food & gold
    Sampson = gold & wood
    Slinger =  gold & wood
    Spearman = food & iron
    Transport Raft = wood
    War Raft = iron & wood
    
    Building resource breakdowns
    
    Archery Range = wood
    Barracks = wood
    Dock = wood
    House = stone & wood
    Settlement = wood
    Temple = stone & wood
    Tower = stone
    
    To start out, you'll need a couple Citizens which you should start out with.
    Next objective is to build a Settlement Town Center then Capitol as needed.
    To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
    the Settlement. After 10 Citizens populate a Town Center it becomes a
    Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
    or a Capitol (but not a Settlement) you can produce more Citizens or even the
    Canine Scout which can go through trees and makes a decent unit to "see what
    the Joneses are up to". Got to keep up with those Joneses you know.
    
    Also, try to keep a Settlement, Town Center or Capitol near resources so that
    the resources are gathered faster. Don't make the citizens have to walk too
    far.
    
    Next is the house. The house makes your units stronger and more durable
    within range of the house. Houses help improve your defenses. Town Centers
    and Capitols also provide defensive bonuses as well.
    
    There is an upgrade available in the Town Center or Capitol during the Stone
    Epoch called Hafted Tools. This upgrade makes stone mining faster.
    
    The Babylon Priest Tower "rush" in epochs I and II*
    
    Many people have panicked because of the lack of a university to 'protect'
    you from conversion by these buildings. Priests are mobile and can reconvert
    or convert. Build a Temple and a few Priests to protect against this. If your
    opponent didn't think to build Temples nearby these buildings then by all
    means make a Prophet and use Earthquake to take down the tower(s). A Babylon
    Priest Tower can only try to convert one unit at a time. Also, if your
    opponent does happen to put up a tower close to one of your producing
    buildings (Capitol, Town Center, or Barracks) just set a rally point away
    from the tower so that units produced don't get converted just standing
    around. If a Priest Tower gets set up around one of your resource areas, have
    some Rock Throwers combined with Priests to take it or them out. When one of
    your Rock Throwers gets close to being converted, pull him back out of the
    way so that he doesn't get converted. If a Rock Thrower does get converted,
    use a Priest to convert him back. Priests and Prophets can't be converted in
    the first two epochs so don't be afraid to keep a Priest or a Prophet hanging
    around Priest Towers. Also, buildings can't be converted by Priest Towers
    either. Therefore a Tower can be built close by using the same principle of
    putting a Citizen near the Priest Tower to build a Tower. When the Citizen
    gets close to conversion, pull him away and bring in another Citizen. The
    Priest Tower 'rush' is not as bad as a Priest rush can be though because you
    can see where a Priest Tower is and they can't move. A Priest on the other
    hand can disappear to somewhere else. The Kingdom of Israel's Priests can be
    MUCH nastier because they are cloaked (invisible). Try defending against an
    invisible enemy that can sneak up and convert you. There is always a way to
    combat any situation. The best way is to use your head and think through what
    the problem is and what the solution to that problem is. there is always a
    unit (or two or three) that can counter whatever your enemy throws at you.
    
    Towers (defense)
    
    After you get your economy going with food and wood production/collection,
    you'll want to start thinking about your defensive and military options. For
    defense you have the Primitive Tower available which is very sturdy for the
    epoch. Takes a lot for most of the units in the Stone age to even dent these
    suckers. There are no walls though and it takes a bit to gather the stone to
    put up a couple here and there where they may protect important areas,
    resources and/or buildings. Also, in the early going, these towers can help
    protect against the famed "Babylon Priest Tower rush" where someone playing
    as Babylon puts up a bunch of Priest Towers to convert units. A Primitive
    Tower in an area can't be converted and if the Babylon player puts up a
    Priest Tower too close to a Primitive Tower, use the Primitive Tower to beat
    it down. Putting up a small group of Primitive Towers in key places can help
    keep out the Priest Tower rushers. Priest Towers can't convert buildings in
    the Stone Epoch. You can improve the range of Towers but can only increase it
    once. Once is all you need though. Also take note, trees and other obstacles
    make great boundaries for your village, town, and eventual (hopefully)
    prosperous city. Also note that Carthage's Pathfinding* ability negates this
    strategy in The Art of Conquest Expansion.
    
    Priests/Prophets
    
    In all epochs, the Priests and Prophets are made at the Temple. No
    universities in this epoch so there is no safeguard against Priests (or
    Priest Towers). Prophets can not do their 'voodoo' around a temple so there
    is protection against Prophets if you plan out making Temples for protection.
    Not having Universities doesn't create a real problem against Priests though.
    What can be converted can be converted back. Remember also that in the
    'Priest Tower rush' that Priest Towers can't move whereas Priests are moving
    Priest Towers in a way. A really good strategy is to make several priests and
    keep them around where any Babylon Priest Tower may be. If some of your units
    get converted, use the priests to convert them right back. Priests can't
    convert other Priests until a much later epoch. Priests also can't convert
    Prophets. Priest Towers can't convert Priests until a much later epoch and
    also can't convert Prophets either.
    
    There are three upgrades available in the Stone Epoch. Ancestor Worship
    increases the Temple range, Ceremonial Burial increases the Priest hit
    points, and Shamanism increases the Prophet range.
    
    Military
    
    Archery Range
    
    Only one unit from the Archery Range, the Slinger. The Rock Thrower is also
    a ranged unit so you'll need to decide which unit you wish to go with. With
    archery/ranged units, you usually want to improve the range of the unit.
    Attack is also another good improvement as well. A common tactic is to use a
    group of Spearmen with increased hit points and attack values as a protective
    shield for your ranged units. this way, if units get in close, your Spearmen
    can take care of them while your Slingers (ranged units) attack from a safer
    distance. Slingers need to beware Clubmen and Rock Throwers which is why you
    have the Spearmen, right? Ranged -> Spear -> Sword -> Ranged.
    
    Barracks
    
    There are now some specialized units to build at the Barracks. The basic
    infantry (sword) unit is still the Clubman. There is also the ranged Rock
    Thrower as well. There are also two more units now. The first being the
    Spearman. The second new unit is the Sampson. The Sampson is good at
    knocking down buildings but can't attack anything else except buildings.
    Also, if you noticed a large poster that shipped with the game, there is a
    unit relationship chart included. Learn the unit relationships for better
    gameplay. In this epoch, Clubmen and Rock Throwers have bonuses against
    Slingers, Slingers have bonuses against Spearmen, and Spearmen have bonuses
    against Clubmen and Rock Throwers. It is a good idea to build several of each
    type to be prepared for any attack. To take out buildings, use Sampsons, but
    you'll need to protect them first with other units. You need to make the
    decision though of which road to take. Also, don't forget the improvements to
    hit points, speed, range and such. Improved units usually slaughter
    unimproved units. Improvements and upgrades give the advantage.
    
    Dock
    
    You can now play in the water. You can't build too much, but something is
    better than nothing. Note also that in The Art of Conquest Expansion, you
    need to be using a water map and not a space map to use the water. Running
    low on food? Try building a few Fishing Rafts to pick up some extra food. Do
    you want to storm the beaches of another island? Try building some Transport
    Rafts to carry your land troops across the water. Need protection for your
    Fishing Rafts and Transport Rafts? Try building some War Rafts for
    protection. Better yet, build some War Rafts so that your opponent needs some
    protection. Remember though that the more land there is, the less of a navy
    you will need.
    
    Civilizations and their bonuses (bonuses vary between different
    versions/updates)
    
    Note: How to determine which bonuses are right for you? Look at how you plan
    to play the battle. If you plan on walling yourself in then the Civ - Economy
    (stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
    If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
    Economy (gold) bonuses are the way to go. Each civilization has its
    advantages and disadvantages throughout each epoch and each map type. Island
    maps will require ships and ships require wood, gold, and iron so not only
    the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
    There is no perfect civilization and even picking a civilization that may
    seem 'handicapped' usually does not decide a game's fate same as picking a
    seemingly advantaged civilization does not decide either, but it can help if
    facing a similar opponent and any edge you can get over some one else is a
    good thing I feel. The nice part of Empire Earth is that the game structure
    allows for miscalculations without any severe penalties. The other player's
    Ships may have better range but yours are faster so the range advantage is
    not very useful now because with the speed, the shots now miss most of the
    time. There is always a counter for everything available. Improvements give
    an advantage to a certain area. Also, the beginning civilization bonuses give
    an early advantage and a later advantage as well. Even though you may start
    out with a civilization bonus of Infantry - Ranged (range) you can still
    improve that range more with the unit improvement feature. So you start out
    with +2 but then improve twice more at +2 each time so now the range is +6
    whereas your opponent can only upgrade range twice and didn't have the
    starting Infantry - Ranged (range) bonus so can only get to a +4 range.
    However, his civilization started out with a Citizens & Fishing Boats (speed)
    bonus so he can therefore get more resources faster. More resources = faster
    and larger army production. See how that works?
    
    Also, a breakdown on how the bonus system can be applied to units.
    
    Archers - Foot = Slinger
    Civ - Building, Walls & Towers = defensive bonuses
    Infantry - Ranged = Rock Thrower
    Infantry - Spear = Spearman
    Infantry - Sword = Clubman
    Religion - Priests = Priest
    Religion - Prophets = Prophet
    Ships - Frigates & Cruisers = War Raft
    Ships - Galleys, Transports & Subs = Transport Raft
    Siege Weapons & Mobile AA = Sampsons
    Economy bonuses are always good as are Citizen bonuses too. 
    
    Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
    hunting & foraging), Civ - General (conversion resistance), Infantry - Spear
    (attack, hit points, speed), Ships - Frigates & Cruisers (attack, range),
    Siege Weapons & Mobile AA (attack, cost, rate of fire)
    
    Assyrian Empire = Archers - Foot (attack, speed), Citizens & Fishing Boats
    (range), Civ - Buildings, Walls & Towers (build time, hit points), Civ -
    Economy (hunting & foraging), Civ - General (pop cap)
    
    Babylon = Archers - Foot (hit points, range speed), Citizens & Fishing Boats
    (hit points), Civ - Buildings, Walls & Towers (range), Civ - Economy (stone,
    wood), Infantry - Spear (build time, hit points, speed), Religion - Prophets
    (range, speed)
    
    Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
    Walls & Towers (cost, hit points), Civ - General (pop cap), Infantry - Ranged
    (range, speed), Infantry - Sword (attack, hit points, speed)
    
    Carthage = Citizens & Fishing Boats (cost), Civ - Economy (fishing, stone),
    Civ - General (mountain combat), Infantry - Ranged (armor, cost), Ships -
    Galleys, Transports & Subs (cost)
    
    Kingdom of Israel = Archers - Foot (armor, hit points, range), Citizens &
    Fishing Boats (build time), Civ - Economy (fishing, iron), Infantry - Sword
    (hit points, speed), Religion Priests (build time, cost, hit points),
    Religion - Prophets (hit points, range), Ships - Frigates & Cruisers (attack)
    
    Austria = Citizens & Fishing Boats (attack, cost), Civ - Economy (hunting &
    foraging), Civ - General (conversion resistance), Infantry - Spear (attack,
    hit points, speed)
    
    England = Archers - Foot (range, cost, build time), Citizens & Fishing Boats
    (build time), Civ - Buildings, Walls & Towers (cost, range), Civ - Economy
    (fishing, gold), Infantry - Ranged (hit points, range), Siege Weapons &
    Mobile AA (hit points, rate of fire)
    
    Franks = Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy (gold,
    wood), Civ - General (conversion resistance), Religion - Prophets (cost,
    range), Siege Weapons & Mobile AA (attack, hit points)
    
    Kingdom of Italy = Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (stone), Civ - General
    (mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
    (hit points, range, speed), Ships - Frigates & Cruisers (attack)
    
    Ottoman Empire = Citizens & Fishing Boats (build time, speed), Civ - Economy
    (stone), Civ - General (pop cap), Religion - Priests (cost, hit points)
    
    Spain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers
    (range), Civ - Economy (iron), Civ - General (mountain combat), Infantry -
    Ranged (attack, build time, hit points), Infantry - Spear (armor, attack, hit
    points), Religion - Priests (hit points, range), Ships - Galleys, Transports
    & Subs (cost, hit points)
    
    France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
    & Towers (attack, hit points, range), Civ - Economy (gold, wood), Infantry -
    Ranged (attack, range)
    
    Germany = Citizens & Fishing Boats (cost, hit points), Civ - Economy (stone),
    Ships - Galleys, Transports & Subs (hit points)
    
    Great Britain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls &
    Towers (attack, build time, range), Civ - Economy (gold, hunting & foraging),
    Ships - Frigates & Cruisers (build time, hit points, speed)
    
    Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ -
    Economy (stone), Civ - General (conversion resistance), Infantry - Ranged
    (build time, cost), Siege Weapons & Mobile AA (attack, hit points, rate of
    fire)
    
    Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
    Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
    (cost), Siege Weapons & Mobile AA (area damage, range)
    
    United States = Citizens & Fishing Boats (attack, speed), Civ - Buildings,
    Walls & Towers (build time, cost), Civ - Economy (gold, iron), Civ - General
    (pop cap)
    
    China = Citizens & Fishing Boats (cost), Civ - General (pop cap)
    
    Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
    Walls & Towers (hit points, range), Civ - Economy (wood), Siege Weapons &
    Mobile AA (hit points, range, rate of fire)
    
    Rebel Forces = Citizens & Fishing Boats (build time, range), Civ - Buildings,
    Walls & Towers (hit points), Civ - Economy (iron), Civ - General (mountain
    combat), Infantry Ranged (attack, range)
    
    Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
    (pop cap), Infantry - Ranged (armor, speed)
    
    Korea = Civ - Economy (gold), Civ - General (mountain combat), Infantry -
    Ranged (armor, hit points), Siege Weapons & Mobile AA (range, rate of fire)
    
    Civilization Specific Powers
    
    For the Stone epoch, these civilizations have these powers:
    
    Assyrian Empire = Slavery (I-XV)
    Babylon = Priest Towers (I-XV)
    Byzantine Rome = Insurance (I-XV)
    Carthage = Pathfinding (I-XV)
    Kingdom of Israel = Emissaries (I-XV)
    England = Exploration (I-XV)
    Kingdom of Italy = Metallurgy (I-XV)
    Ottoman Empire = Expansionism (I-XV)
    France = Camouflage (I-XV)
    Russia = Advanced Mining (I-XV)
    China = Just In Time Manufacturing (I-XV)
    Rebel Forces = Cloaking (I-XV)
    Korea = Fanaticism (I-XV) 
    
    
    -------------------------------------------------------------------------------
    IIIII IIIII IIII            |
     III   III   III            |
     III   III   III            | 2III Copper
     III   III   III            |
    IIIII IIIII IIIII           |
    -------------------------------------------------------------------------------
    
    Analysis
    
    The Copper Epoch picks up a lot in strategy but is still missing some
    elements found later. This epoch is a lot more involved than the first two
    epochs (Prehistoric and Stone). You can now farm which means that food
    shortages are unlikely unless you aren't farming. Farming also means a bigger
    need for wood in the beginning. The Stable also makes its appearance in this
    epoch thus providing a basic cavalry unit. Many more ships can be built and
    unit relationships on the water exist now. There is also the Hospital for
    healing units. The University for learning new technology and protecting
    against Priest and Babylon Priest Tower conversions. The Fortress for
    garrisoning units inside, which, while inside, do not count towards your
    PopCap (Population Capacity). There is also the ability to make Heroes and
    Wonders. Also, for Civilization Specific Powers, Ancient Greece gains the
    Flaming Arrows ability while Austria gains the Adaptation technology. A good
    combo on land is the Spearman and Simple Bowman combo. A good combo on the
    water is the Frigate and Battleship combo.
    
    Economy
    
    Food and wood are the big necessities in this epoch. Food is not limited
    however like in previous epochs. Wood is needed for rafts, boats and
    buildings. Gold is needed as well now. Iron is still not really a priority
    yet (unless shipbuilding) but is a priority if basing your army on infantry
    units. And stone is still mainly for defense and some buildings.
    
    Remember too, more options means you need more resources.
    
    Unit resource breakdowns:
    
    Battleship - Copper = gold & wood
    Canine Scout = food
    Citizen = food
    Fishing Raft = wood
    Frigate - Copper = iron & wood
    Galley - Copper = iron & wood
    Horseman = food & gold
    Maceman =  food & iron
    Priest = food & gold
    Prophet = food & gold
    Sampson = gold & wood
    Simple Bowman =  gold & wood
    Spearman = food & iron
    Transport - Copper = wood
    
    Building resource breakdowns
    
    Archery Range = wood
    Barracks = wood
    Dock = wood
    Farm = wood
    Fortress = wood
    Granary = wood
    Hospital = stone & wood
    House = stone & wood
    Settlement = wood
    Stable = wood
    Temple = stone & wood
    Tower = stone
    University = stone & wood
    Wall/Gate = stone
    
    Wonders can also now be built (see here for description)
    
    Coliseum = gold & stone & wood
    Ishtar Gates = iron & stone & wood
    Library of Alexandria = gold & stone & wood
    Pharos Lighthouse = iron & stone & wood
    Temple of Zeus = iron & stone & wood
    Tower of Babylon = gold & stone & wood 
    To start out, you'll need a couple Citizens which you should start out with.
    Next objective is to build a Settlement Town Center then Capitol as needed.
    To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
    the Settlement. After 10 Citizens populate a Town Center it becomes a
    Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
    or a Capitol (but not a Settlement) you can produce more Citizens or even the
    Canine Scout which can go through trees and makes a decent unit to "see what
    the Joneses are up to". Got to keep up with those Joneses you know.
    
    Also, try to keep a Settlement, Town Center or Capitol near resources so that
    the resources are gathered faster. Don't make the citizens have to walk too
    far.
    
    Next is the house. The house makes your units stronger and more durable
    within range of the house. Houses help improve your defenses. Town Centers
    and Capitols also provide defensive bonuses as well.
    
    There are two upgrades in this epoch. One is called Fine-Edged Tools and
    increases hunting and foraging. The second upgrade is called Hand Axe and
    increases wood gathering.
    
    Towers, Walls & Gates (defense)
    
     *** After you get your economy going with food and wood
    production/collection, you'll want to start thinking about your defensive and
    military options. For defense, you need to make a choice between weaker
    wooden palisades, which are easier to make but not as durable, or the more
    durable stone variety. Unless tapped for stone, I recommend the stone
    defenses. In a pinch though use the wooden palisades. Remember also that wood
    burns and there is the Civilization Specific Power of Ancient Greece called
    Flaming Arrows as well as the Prophet's Fire Storm. The ability to create a
    gate from 5 inline walls exists. Walls should be used to slow down the enemy
    and are fairly quick and inexpensive to build. Walls can't fight back like
    Towers can but do serve well to slow down an enemy from getting to a place
    you don't want them to be. Also take note, trees and other obstacles make
    great boundaries for your village, town, and eventual (hopefully) prosperous
    city. Also note that Carthage's Pathfinding* ability negates this boundary
    strategy in The Art of Conquest Expansion.
    
    Priests/Prophets
    
    In all epochs, the Priests and Prophets are made at the Temple. The safeguard
    against Priests is the University. Units within range of a University can not
    be converted by Priests. Prophets can not do their 'voodoo' around a temple
    so there is protection against Prophets if you plan out making Temples for
    protection. Priests work well as defense now since the Universities your
    opponent probably has up cancel out any attack abilities enjoyed in the
    earlier epochs (Prehistoric and Stone). They are nice as defense though
    because the enemy comes into your camp and you get new units (even over your
    Pop Cap). The Prophet is still as useful as ever. Launch some of those
    'voodoo' whoodoos when the opportunity arises then go back and recharge
    afterwards.
    
    There are two upgrades available in the Copper Epoch. Mythology increases
    Priest speed. And Polytheism increases the Priest range.
    
    Military
    
    Heroes
    
    Gilgamesh is the Warrior Hero. Sargon of Akkad is the Strategist Hero. See
    chapter XI in the Empire Earth manual for more information on heroes.
    
    Archery Range
    
    Only one unit from the Archery Range, the Simple Bowman. With archery/ranged
    units, you usually want to improve the range of the unit. Attack is also
    another good improvement as well. A common tactic is to use a group of
    Spearmen with increased hit points and attack values as a protective shield
    for your ranged units. this way, if units get in close, your Spearmen can
    take care of them while your Simple Bowmen attack from a safer distance.
    Simple Bowmen need to beware Mace Men which is why you have the Spearmen,
    right? If coming from the Stone Epoch (II), you will need to upgrade from the
    Slinger to the Simple Bowman.
    
    Barracks
    
    There are now some specialized units to build at the Barracks. The basic
    infantry (sword) unit is now the Mace Man. There is also the Spearman. And
    the last unit is the Sampson. The Sampson is good at knocking down buildings
    but can't attack anything else except buildings. Also, if you noticed a large
    poster that shipped with the game, there is a unit relationship chart
    included. Learn the unit relationships for better gameplay. In this epoch,
    Mace Men have bonuses against Simple Bowmen, Simple Bowmen have bonuses
    against Spearmen, and Spearmen have bonuses against Mace Men. It is a good
    idea to build several of each type to be prepared for any attack. To take out
    buildings, use Sampsons, but you'll need to protect them first with other
    units. You need to make the decision though of which road to take. Also,
    don't forget the improvements to hit points, speed, range and such. Improved
    units usually slaughter unimproved units. Improvements and upgrades give the
    advantage. If Epoching up from the Stone Epoch (II) then the Mace Man is an
    upgrade from the Clubman.
    
    Dock
    
    You can now REALLY play in the water. Note that in The Art of Conquest
    Expansion, you need to be using a water map and not a space map to use the
    water. Running low on food? Try building a few Fishing Rafts to pick up some
    extra food. Do you want to storm the beaches of another island? Try building
    some Transports to carry your land troops across the water. Next you have a
    full range of ships available to build but like other units, there are unit
    relationships where one unit has an advantage against another while having a
    weakness against another. The Battleship really shines out of all the ships
    to be built but does have a weakness against the Galley. Frigates have an
    advantage against Galleys but are weak against Battleships. Thus the sea
    triangle is born. Battleships will usually be the main unit of your navy
    though because they are pretty durable but are also a bit expensive. If you
    epoched up from the Stone Epoch (II) then you will need to upgrade these
    units: Transport Raft -> Transport Copper, and War Raft -> Frigate Copper.
    
    Stable
    
    Only one unit that is able to be built this epoch in the Stable. That unit is
    the Horseman. As you will notice, Stable units are cavalry units. They also
    cost a bit more, take up two of your population, are faster, and have more
    hit points. The Horseman is sword cavalry which means he has an advantage
    against archers and ranged infantry but a disadvantage against spear units. I
    usually use cavalry as 'firemen'. Since cavalry is faster, it can get to
    places quicker than infantry can and put out that enemy 'fire' quickly.
    
    Support Buildings
    
    Fortress
    
    Ever think about getting a bunch of units ahead so that you don't have to
    wait around to build units after an enemy starts invading the crap out of you
    non stop? With Fortresses, you can stockpile pre-built armies so that you can
    in essence build over your Pop Cap. All units stored inside a Fortress do not
    count against your Pop Cap so you can then build more units. If you are at or
    over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
    day. As your outside units start getting slaughtered, just pull units out of
    the Fortress(es). Instant pre-built reserves. You need to protect these
    structures though, because if they are destroyed while you are at your Pop
    Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
    are automatically jettisoned from the building on a last in first out basis
    when a Fortress is destroyed).
    
    Granary
    
     Granaries are needed to make farms. If placed well, one Granary can plant
    the seeds for 8 farms all around it. There is also an option on the Granary
    to replant farms should any be destroyed. Farms have PILES of food and can
    also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
    populate a Granary, the size of the Granary increases. Each Citizen
    populating a Granary (up to 8) helps to increase food production. Speaking of
    which...
    
    In the Copper Epoch, the Granary has one upgrade, Irrigation which increases
    Farm production even more.
    
    Hospital
    
    Hospitals help heal your units when they get hurt in battle. Within a certain
    range of a Hospital, units start healing (shown with a green dot graphic).
    You should probably place a Hospital just behind the lines so that it doesn't
    get destroyed but also so that it is easier to get to for your hurt units
    
    There is an upgrade for the Hospital as well. Herbal Medicines which
    increases the Citizen and Canine Scout hit points as well as increase the
    Citizen's attack value.
    
    University
    
    The University is for advanced research projects.
    
    There is one upgrade available at the University this epoch. Oil Lamp
    increases the building's line of sight (clears away the fog of war [black
    'void'] farther around your buildings so that more of the map around the
    buildings is visible).
    
    Civilizations and their bonuses (bonuses vary between different
    versions/updates)
    
    Note: How to determine which bonuses are right for you? Look at how you plan
    to play the battle. If you plan on walling yourself in then the Civ - Economy
    (stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
    If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
    Economy (gold) bonuses are the way to go. Each civilization has its
    advantages and disadvantages throughout each epoch and each map type. Island
    maps will require ships and ships require wood, gold, and iron so not only
    the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
    There is no perfect civilization and even picking a civilization that may
    seem 'handicapped' usually does not decide a game's fate same as picking a
    seemingly advantaged civilization does not decide either, but it can help if
    facing a similar opponent and any edge you can get over some one else is a
    good thing I feel. The nice part of Empire Earth is that the game structure
    allows for miscalculations without any severe penalties. The other player's
    Ships may have better range but yours are faster so the range advantage is
    not very useful now because with the speed, the shots now miss most of the
    time. There is always a counter for everything available. Improvements give
    an advantage to a certain area. Also, the beginning civilization bonuses give
    an early advantage and a later advantage as well. Even though you may start
    out with a civilization bonus of Infantry - Ranged (range) you can still
    improve that range more with the unit improvement feature. So you start out
    with +2 but then improve twice more at +2 each time so now the range is +6
    whereas your opponent can only upgrade range twice and didn't have the
    starting Infantry - Ranged (range) bonus so can only get to a +4 range.
    However, his civilization started out with a Citizens & Fishing Boats (speed)
    bonus so he can therefore get more resources faster. More resources = faster
    and larger army production. See how that works?
    
    Also, a breakdown on how the bonus system can be applied to units.
    
    Archers - Foot = Simple Bowman
    Cavalry - Sword = Horseman
    Civ - Building, Walls & Towers = defensive bonuses
    Infantry - Spear = Spearman
    Infantry - Sword = Mace Man
    Religion - Priests = Priest
    Religion - Prophets = Prophet
    Ships - Battleships & Carriers = Battleship - Copper
    Ships - Frigates & Cruisers = Frigate - Copper
    Ships - Galleys, Transports & Subs = Galley - Copper & Transport - Copper
    Siege Weapons & Mobile AA = Sampsons
    Economy bonuses are always good as are Citizen bonuses too. 
    
    Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
    hunting & foraging), Civ - General (conversion resistance), Infantry - Spear
    (attack, hit points, speed), Ships - Frigates & Cruisers (attack, range),
    Siege Weapons & Mobile AA (attack, cost, rate of fire)
    
    Assyrian Empire = Archers - Foot (attack, speed), Cavalry - Sword (attack,
    hit points), Citizens & Fishing Boats (range), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (farming, hunting & foraging),
    Civ - General (pop cap)
    
    Babylon = Archers - Foot (hit points, range speed), Citizens & Fishing Boats
    (hit points), Civ - Buildings, Walls & Towers (range), Civ - Economy (stone,
    wood), Infantry - Spear (build time, hit points, speed), Religion - Prophets
    (range, speed)
    
    Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
    Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
    (pop cap), Infantry - Sword (attack, hit points, speed), Ships - Battleships
    & Carriers (attack, build time)
    
    Carthage = Cavalry - Sword (armor, hit points), Citizens & Fishing Boats
    (cost), Civ - Economy (fishing, stone), Civ - General (mountain combat),
    Ships - Galleys, Transports & Subs (cost, range)
    
    Kingdom of Israel = Archers - Foot (armor, hit points, range), Citizens &
    Fishing Boats (build time), Civ - Economy (fishing, iron), Infantry - Sword
    (hit points, speed), Religion Priests (build time, cost, hit points),
    
    Religion - Prophets (hit points, range), Ships - Battleships & Carriers
    (attack), Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports &
    Subs (attack)
    
    Austria = Cavalry - Sword (armor, attack ,speed), Citizens & Fishing Boats
    (attack, cost), Civ - Economy (hunting & foraging), Civ - General (conversion
    resistance), Infantry - Spear (attack, hit points, speed)
    
    England = Archers - Foot (range, cost, build time), Citizens & Fishing Boats
    (build time), Civ - Buildings, Walls & Towers (cost, range), Civ - Economy
    (fishing, gold), Ships - Battleships & Carriers (attack, build time), Siege
    Weapons & Mobile AA (hit points, rate of fire)
    
    Franks = Cavalry - Sword (armor, cost, hit points, speed), Civ - Buildings,
    Walls & Towers (attack, cost), Civ - Economy (gold, wood), Civ - General
    (conversion resistance), Religion - Prophets (cost, range), Siege Weapons &
    Mobile AA (attack, hit points)
    
    Kingdom of Italy = Cavalry - Sword (build time), Citizens & Fishing Boats
    (cost), Civ - Buildings, Walls & Towers (build time, hit points), Civ -
    Economy (stone), Civ - General (mountain combat), Religion - Priests (hit
    points, range, speed), Ships - Frigates & Cruisers (attack)
    
    Ottoman Empire = Citizens & Fishing Boats (build time, speed), Civ - Economy
    (farming, stone), Civ - General (pop cap), Religion - Priests (cost, hit
    points)
    
    Spain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers
    (range), Civ - Economy (farming, iron), Civ - General (mountain combat),
    Infantry - Spear (armor, attack, hit points), Religion - Priests (hit points,
    range), Ships - Galleys, Transports & Subs (attack, cost, hit points)
    
    France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
    & Towers (attack, hit points, range), Civ - Economy (gold, wood)
    
    Germany = Citizens & Fishing Boats (cost, hit points), Civ - Economy (stone),
    Ships - Galleys, Transports & Subs (attack, hit points, range)
    
    Great Britain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls &
    Towers (attack, build time, range), Civ - Economy (gold, hunting & foraging),
    Ships - Frigates & Cruisers (build time, hit points, speed) Italy = Civ -
    Buildings, Walls & Towers (attack, build time, range), Civ - Economy
    (farming, stone), Civ - General
    
    (conversion resistance), Siege Weapons & Mobile AA (attack, hit points, rate
    of fire) Russia = Citizens & Fishing Boats (build time), Civ - Buildings,
    Walls & Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop
    cap), Ships - Frigates & Cruisers (cost), Siege Weapons & Mobile AA (area
    damage, range)
    
    United States = Citizens & Fishing Boats (attack, speed), Civ - Buildings,
    Walls & Towers (build time, cost), Civ - Economy (gold, iron), Civ - General
    (pop cap), Ships - Battleships & Carriers (hit points, range)
    
    China = Citizens & Fishing Boats (cost), Civ - Economy (farming), Civ -
    General (pop cap), Ships - Galleys, Transports & Subs (attack)
    
    Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
    Walls & Towers (hit points, range), Civ - Economy (wood), Siege Weapons &
    Mobile AA (hit points, range, rate of fire)
    
    Rebel Forces = Citizens & Fishing Boats (build time, range), Civ - Buildings,
    Walls & Towers (hit points), Civ - Economy (iron), Civ - General (mountain
    combat)
    
    Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
    (pop cap)
    
    Korea = Civ - Economy (gold), Civ - General (mountain combat), Siege Weapons
    & Mobile AA (range, rate of fire)
    
    Civilization Specific Powers
    
    For the Copper epoch, these civilizations have these powers:
    
    Ancient Greece = Flaming Arrows (III-VII)
    Assyrian Empire = Slavery (I-XV)
    Babylon = Priest Towers (I-XV)
    Byzantine Rome = Insurance (I-XV)
    Carthage = Pathfinding (I-XV)
    Kingdom of Israel = Emissaries (I-XV)
    Austria = Adaptation (III-XV)
    England = Exploration (I-XV)
    Kingdom of Italy = Metallurgy (I-XV)
    Ottoman Empire = Expansionism (I-XV)
    France = Camouflage (I-XV)
    Russia = Advanced Mining (I-XV)
    China = Just In Time Manufacturing (I-XV)
    Rebel Forces = Cloaking (I-XV)
    Korea = Fanaticism (I-XV) 
    
    
    -------------------------------------------------------------------------------
    IIIII VV     VV             |
     III  VV     VV             |
     III   VV   VV              | 2IV Bronze
     III    VV VV               |
    IIIII    VVV                |
    -------------------------------------------------------------------------------
    
    Analysis
    
    The Bronze Epoch adds siege weaponry but is still missing some elements found
    later. This epoch sets the stage for the style of warfare to stick around for
    quite a while in history. Infantry with archers of range, and cavalry for
    faster units and more speed and strength but at a cost. Siege weapons for
    breaking down defenses and destroying the enemy's livelihood. The advent of
    gunpowder was what eventually changed the age old war ethic of shock, spear,
    and ranged to just plain ranged fighting but that is the future and this is
    STILL the Bronze Epoch. For the Civilization Specific Powers, The Franks gain
    the Crusaders ability. One of the best combos in the game is the War Elephant
    and Elephant Archer combo. And in the water, the Battleship and Frigate combo.
    
    Economy
    
    Food and wood are the big necessities in this epoch. Food is not limited
    however like in previous epochs. Wood is needed for boats and buildings. Gold
    is needed as well now. Iron is still not really a priority yet (unless
    shipbuilding) but is a priority if basing your army on infantry units. And
    stone is still mainly for defense and some buildings.
    
    Remember too, more options means you need more resources.
    
    Unit resource breakdowns:
    
    Battleship - Bronze = gold & wood Bronze Cavalry = food & gold Canine Scout =
    food Catapult = gold & wood Chariot Archer = gold & wood Citizen = food
    Elephant Archer = food & gold Fishing Boat - Bronze = wood Frigate - Bronze =
    iron & wood Galley - Bronze = iron & wood Horseman = food & gold Javelin =
    gold & wood Phalanx = food & iron Priest = food & gold Prophet = food & gold
    Ram = gold & wood Short Sword = food & iron Siege Tower = gold & wood Simple
    Bowman = gold & wood Stone Thrower = gold & wood Transport - Bronze = wood
    War Elephant = food & gold
    
    Building resource breakdowns
    
    Archery Range = wood Barracks = wood Dock = wood Farm = wood Fortress = wood
    Granary = wood Hospital = stone & wood House = stone & wood Settlement = wood
    Siege Factory = wood Stable = wood Temple = stone & wood Tower = stone
    University = stone & wood Wall/Gate = stone
    
    Wonders can also be built (see here for description)
    
    Coliseum = gold & stone & wood Ishtar Gates = iron & stone & wood Library of
    Alexandria = gold & stone & wood Pharos Lighthouse = iron & stone & wood
    Temple of Zeus = iron & stone & wood Tower of Babylon = gold & stone & wood
    
    To start out, you'll need a couple Citizens which you should start out with.
    Next objective is to build a Settlement Town Center then Capitol as needed.
    To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
    the Settlement. After 10 Citizens populate a Town Center it becomes a
    Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
    or a Capitol (but not a Settlement) you can produce more Citizens or even the
    Canine Scout which can go through trees and makes a decent unit to "see what
    the Joneses are up to". Got to keep up with those Joneses you know.
    
    Also, try to keep a Settlement, Town Center or Capitol near resources so that
    the resources are gathered faster. Don't make the citizens have to walk too
    far.
    
    Next is the house. The house makes your units stronger and more durable
    within range of the house. Houses help improve your defenses. Town Centers
    and Capitols also provide defensive bonuses as well.
    
    There are two upgrades in this epoch. One is Metal Casting which increases
    gold production. The other is Hardened Chisel which increases iron
    production. Get Metal Casting as soon as you can afford it.
    
    Towers, Walls & Gates (defense)
    
    
    
    *** After you get your economy going with food and wood
    production/collection, you'll want to start thinking about your defensive and
    military options. For defense, you need to make a choice between weaker
    wooden palisades, which are easier to make but not as durable, or the more
    durable stone variety. Unless tapped for stone, I recommend the stone
    defenses. In a pinch though use the wooden palisades. Remember also that wood
    burns and there is the Civilization Specific Power of Ancient Greece called
    Flaming Arrows as well as the Prophet's Fire Storm. The ability to create a
    gate from 5 inline walls exists. Walls should be used to slow down the enemy
    and are fairly quick and inexpensive to build. Walls can't fight back like
    Towers can but do serve well to slow down an enemy from getting to a place
    you don't want them to be. Also take note, trees and other obstacles make
    great boundaries for your village, town, and eventual (hopefully) prosperous
    city. Also note that Carthage's Pathfinding* ability negates this boundary
    strategy in The Art of Conquest Expansion. If epoching up from the Copper
    Epoch (III) then the Bronze Walls, Gates & Towers will be an upgrade
    available at the Town Center or Capitol.
    
    Priests/Prophets
    
    In all epochs, the Priests and Prophets are made at the Temple. The safeguard
    against Priests is the University. Units within range of a University can not
    be converted by Priests. Prophets can not do their 'voodoo' around a temple
    so there is protection against Prophets if you plan out making Temples for
    protection. Priests work well as defense now since the Universities your
    opponent probably has up cancel out any attack abilities. They are nice as
    defense though because the enemy comes into your camp and you get new units
    (even over your Pop Cap). The Prophet is still as useful as ever. Launch some
    of those 'voodoo' whoodoos when the opportunity arises then go back and
    recharge afterwards.
    
    There are two upgrades available in the Bronze Epoch. Oracle increases
    Prophet speed and Monotheism increases your temple's range against Prophets.
    
    Military
    
    Heroes
    
    Hannibal is the Warrior Hero. Alexander the Great is the Strategist Hero. See
    chapter XI in the Empire Earth manual for more information on heroes.
    
    Archery Range
    
    Many Archery Units available now. The first one is the Simple Bowmen who is
    the basic archer unit. Next is the Javelin who is really a ranged infantry
    unit. Next comes the Chariot Archer which is a ranged cavalry unit. There are
    two ranged cavalry units, the other being the Elephant Archer (one of my
    personal all time favorite units). The Chariot Archer is faster than the
    Elephant Archer but the Elephant Archer has more hit points. With
    archery/ranged units, you usually want to improve the range of the unit.
    Attack is also another good improvement as well. A common tactic is to use a
    group of Phalanxes and/or Bronze Cavalry with increased hit points and attack
    values as a protective shield for your ranged units. this way, if units get
    in close, your Phalanxes can take care of them while your archers attack from
    a safer distance. Archer units need to beware Short Swords and Cataphracts
    which is why you have the Phalanxes and/or Bronze Cavalry, right?
    
    Barracks
    
    There is now one less soldier to be produced at the Barracks. That means only
    2 units get produced at the Barracks this epoch. The first is the Short Sword
    and the other is the Phalanx. Also, if you noticed a large poster that
    shipped with the game, there is a unit relationship chart included. Learn the
    unit relationships for better gameplay. In this epoch, Short Swords and/or
    Horsemen have bonuses against Archery Units, Archery Units have bonuses
    against Phalanxes and/or Bronze Cavalry, and Phalanxes and/or Bronze Cavalry
    have bonuses against Short Swords and/or Horsemen. It is a good idea to build
    several of each type to be prepared for any attack. You need to make the
    decision though of which road to take. Also, don't forget the improvements to
    hit points, speed, range and such. Improved units usually slaughter
    unimproved units. Improvements and upgrades give the advantage. If coming
    from the Copper Epoch (III), you will need to upgrade the Mace Man to the
    Short Sword and the Spearman to the Phalanx.
    
    Dock
    
    You can now REALLY play in the water. Note that in The Art of Conquest
    Expansion, you need to be using a water map and not a space map to use the
    water. Running low on food? Try building a few Fishing Boats to pick up some
    extra food. Do you want to storm the beaches of another island? Try building
    some Transports to carry your land troops across the water. Next you have a
    full range of ships available to build but like other units, there are unit
    relationships where one unit has an advantage against another while having a
    weakness against another. The Battleship really shines out of all the ships
    to be built but does have a weakness against the Galley. Frigates have an
    advantage against Galleys but are weak against Battleships. Battleships will
    usually be the main unit of your navy though because they are pretty durable
    but are also a bit expensive. If coming from the Copper Epoch (III) then all
    units need to be upgraded. Fishing Raft to Fishing Boat - Bronze, Transport
    Raft to Transport - Bronze, Frigate - Copper to Frigate - Bronze,
    Battleship - Copper to Battleship - Bronze, Galley - Copper to Galley - Bronze
    
    Siege Factory
    
    Four units available from the start (this is the first epoch to have the
    Siege Factory). The first unit is the Stone Thrower. The second is the Siege
    Tower. The third is the Catapult. And lastly is the Ram. The Stone Thrower
    is really an artillery piece (for attacking infantry). The Siege Tower is
    like a transport but for walls. The Catapult is a wall crusher. And the Ram
    is another wall crusher but without the range of the Catapult. It is open to
    your style of play as to how you wish to attack your opponent's defenses.
    Siege weapons are to take out or bypass enemy defenses.
    
    Stable
    
    Several units available at the Stable now. The first is the familiar Horseman
    . The Second is the Bronze Cavalry. The last is another favorite of mine,
    the War Elephant. This now creates the cavalry relationships of sword ->
    archer -> spear -> sword. Or Horseman and/or War Elephant against Chariot
    Archer and/or Elephant Archer. Chariot Archer and/or Elephant Archer against
    Bronze Cavalry against Horseman and/or War Elephant. As you will notice,
    Stable units are cavalry units. They also cost a bit more, take up two of
    your population, are faster, and have more hit points. I usually use cavalry
    as 'firemen'. Since cavalry is faster, it can get to places quicker than
    infantry can and put out that enemy 'fire' quickly.
    
    Support Buildings
    
    Fortress
    
    Ever think about getting a bunch of units ahead so that you don't have to
    wait around to build units after an enemy starts invading the crap out of you
    non stop? With Fortresses, you can stockpile pre-built armies so that you can
    in essence build over your Pop Cap. All units stored inside a Fortress do not
    count against your Pop Cap so you can then build more units. If you are at or
    over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
    day. As your outside units start getting slaughtered, just pull units out of
    the Fortress(es). Instant pre-built reserves. You need to protect these
    structures though, because if they are destroyed while you are at your Pop
    Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
    are automatically jettisoned from the building on a last in - first out
    basis).
    
    Granary
    
     Granaries are needed to make farms. If placed well, one Granary can plant
    the seeds for 8 farms all around it. There is also an option on the Granary
    to replant farms should any be destroyed. Farms have PILES of food and can
    also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
    populate a Granary, the size of the Granary increases. Each Citizen
    populating a Granary (up to 8) helps to increase food production.
    
    Hospital
    
    Hospitals help heal your units when they get hurt in battle. Within a certain
    range of a Hospital, units start healing (shown with a green dot graphic).
    You should probably place a Hospital just behind the lines so that it doesn't
    get destroyed but also so that it is easier to get to for your hurt units
    
    There is an upgrade for the Hospital as well. Hippocratic Oath which
    increases the Hospital's healing rate and range of effect.
    
    University
    
    The University is for advanced research projects.
    
    There are two upgrades at the University. The first is Philosophy which
    increases the range of the University for protecting against conversion. The
    second is the Pulley which increases buildings' hit points.
    
    Civilizations and their bonuses (bonuses vary between different
    versions/updates)
    
    Note: How to determine which bonuses are right for you? Look at how you plan
    to play the battle. If you plan on walling yourself in then the Civ - Economy
    (stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
    If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
    Economy (gold) bonuses are the way to go. Each civilization has its
    advantages and disadvantages throughout each epoch and each map type. Island
    maps will require ships and ships require wood, gold, and iron so not only
    the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
    There is no perfect civilization and even picking a civilization that may
    seem 'handicapped' usually does not decide a game's fate same as picking a
    seemingly advantaged civilization does not decide either, but it can help if
    facing a similar opponent and any edge you can get over some one else is a
    good thing I feel. The nice part of Empire Earth is that the game structure
    allows for miscalculations without any severe penalties. The other player's
    Ships may have better range but yours are faster so the range advantage is
    not very useful now because with the speed, the shots now miss most of the
    time. There is always a counter for everything available. Improvements give
    an advantage to a certain area. Also, the beginning civilization bonuses give
    an early advantage and a later advantage as well. Even though you may start
    out with a civilization bonus of Infantry - Ranged (range) you can still
    improve that range more with the unit improvement feature. So you start out
    with +2 but then improve twice more at +2 each time so now the range is +6
    whereas your opponent can only upgrade range twice and didn't have the
    starting Infantry - Ranged (range) bonus so can only get to a +4 range.
    However, his civilization started out with a Citizens & Fishing Boats (speed)
    bonus so he can therefore get more resources faster. More resources = faster
    and larger army production. See how that works?
    
    Also, a breakdown on how the bonus system can be applied to units.
    
    Archers - Foot = Simple Bowman
    Cavalry - Ranged = Chariot Archer & Elephant Archer
    Cavalry - Spear = Bronze Cavalry
    Cavalry - Sword = Horseman
    Civ - Building, Walls & Towers = defensive bonuses
    Field Cannon & Anti-Tank Guns = Stone Thrower
    Infantry - Ranged = Javelin
    Infantry - Spear = Phalanx
    Infantry - Sword = Short Sword
    Religion - Priests = Priest
    Religion - Prophets = Prophet
    Ships - Battleships & Carriers = Battleship - Bronze
    Ships - Frigates & Cruisers = Frigate - Bronze
    Ships - Galleys, Transports & Subs = Galley - Bronze & Transport - Bronze
    Siege Weapons & Mobile AA = Siege Tower & Catapult & Ram
    Economy bonuses are always good as are Citizen bonuses too. 
    
    
    Ancient Greece = Cavalry - Spear (attack, build time, hit points), Citizens &
    Fishing Boats (speed), Civ - Economy (gold, hunting & foraging), Civ -
    General (conversion resistance), Infantry - Spear (attack, hit points,
    speed), Ships - Frigates & Cruisers (attack, range), Siege Weapons & Mobile
    AA (attack, cost, rate of fire)
    
    Assyrian Empire = Archers - Foot (attack, speed), Cavalry - Ranged (hit
    points, range, speed), Cavalry - Sword (attack, hit points), Citizens &
    Fishing Boats (range), Civ - Buildings, Walls & Towers (build time, hit
    points), Civ - Economy (farming, hunting & foraging), Civ - General (pop cap)
    
    Babylon = Archers - Foot (hit points, range speed), Cavalry - Spear (armor,
    hit points, speed), Citizens & Fishing Boats (hit points), Civ - Buildings,
    Walls & Towers (range), Civ - Economy (stone, wood), Infantry - Spear (build
    time, hit points, speed), Religion - Prophets (range, speed)
    
    Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
    Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
    (pop cap), Infantry - Ranged (range, speed), Infantry - Sword (attack, hit
    points, speed), Ships - Battleships & Carriers (attack, build time)
    
    Carthage = Cavalry - Spear (attack, build time, speed), Cavalry - Sword
    (armor, hit points), Citizens & Fishing Boats (cost), Civ - Economy (fishing,
    stone), Civ - General (mountain combat), Infantry - Ranged (armor, cost),
    Ships - Galleys, Transports & Subs (cost, range)
    
    Kingdom of Israel = Archers - Foot (armor, hit points, range), Citizens &
    Fishing Boats (build time), Civ - Economy (fishing, iron), Infantry - Sword
    (hit points, speed), Religion Priests (build time, cost, hit points),
    Religion - Prophets (hit points, range), Ships - Battleships & Carriers
    (attack), Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports &
    Subs (attack)
    
    Austria = Cavalry - Sword (armor, attack ,speed), Citizens & Fishing Boats
    (attack, cost), Civ - Economy (hunting & foraging), Civ - General (conversion
    resistance), Field Cannon & Anti-Tank Guns (armor, build time, hit points)
    Infantry - Spear (attack, hit points, speed)
    
    England = Archers - Foot (range, cost, build time), Cavalry - Ranged (cost),
    Cavalry - Spear (armor), Citizens & Fishing Boats (build time), Civ -
    Buildings, Walls & Towers (cost, range), Civ - Economy (fishing, gold),
    Infantry - Ranged (hit points, range), Ships - Battleships & Carriers
    (attack, build time), Siege Weapons & Mobile AA (hit points, rate of fire)
    
    Franks = Cavalry - Spear (hit points), Cavalry - Sword (armor, cost, hit
    points, speed), Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy
    (gold, wood), Civ - General (conversion resistance), Religion - Prophets
    (cost, range), Siege Weapons & Mobile AA (attack, hit points)
    
    Kingdom of Italy = Cavalry - Ranged (attack, build time), Cavalry - Sword
    (build time), Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (stone), Civ - General
    (mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
    (hit points, range, speed), Ships - Frigates & Cruisers (attack)
    
    Ottoman Empire = Cavalry - Ranged (attack, hit points, range), Citizens &
    Fishing Boats (build time, speed), Civ - Economy (farming, stone), Civ -
    General (pop cap), Field Cannon & Anti-Tank Guns (build time, cost),
    Religion - Priests (cost, hit points)
    
    Spain = Cavalry - Ranged (speed, range), Citizens & Fishing Boats (speed),
    Civ - Buildings, Walls & Towers (range), Civ - Economy (farming, iron), Civ -
    General (mountain combat), Infantry - Ranged (attack, build time, hit
    points), Infantry - Spear (armor, attack, hit points), Religion - Priests
    (hit points, range), Ships - Galleys, Transports & Subs (attack, cost, hit
    points)
    
    France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
    & Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
    Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)
    
    Germany = Citizens & Fishing Boats (cost, hit points), Civ - Economy (stone),
    Ships - Galleys, Transports & Subs (attack, hit points, range)
    
    Great Britain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls &
    Towers (attack, build time, range), Civ - Economy (gold, hunting & foraging),
    Field Cannon & Anti-Tank Guns (attack, hit points, speed), Ships - Frigates &
    Cruisers (build time, hit points, speed)
    
    Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ -
    Economy (farming, stone), Civ - General (conversion resistance), Field Cannon
    & Anti-Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons
    & Mobile AA (attack, hit points, rate of fire)
    
    Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
    Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
    (cost), Siege Weapons & Mobile AA (area damage, range)
    
    United States = Citizens & Fishing Boats (attack, speed), Civ - Buildings,
    Walls & Towers (build time, cost), Civ - Economy (gold, iron), Civ - General
    (pop cap), Ships - Battleships & Carriers (hit points, range)
    
    China = Citizens & Fishing Boats (cost), Civ - Economy (farming), Civ -
    General (pop cap), Field Cannon & Anti-Tank Guns (armor, cost, hit points),
    Ships - Galleys, Transports & Subs (attack)
    
    Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
    Walls & Towers (hit points, range), Civ - Economy (wood), Siege Weapons &
    Mobile AA (hit points, range, rate of fire)
    
    Rebel Forces = Citizens & Fishing Boats (build time, range), Civ - Buildings,
    Walls & Towers (hit points), Civ - Economy (iron), Civ - General (mountain
    combat), Infantry - Ranged (attack, range)
    
    Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
    (pop cap), Infantry - Ranged (armor, speed)
    
    Korea = Civ - Economy (gold), Civ - General (mountain combat), Field Cannon &
    Anti-Tank Guns (build time), Infantry - Ranged (armor, hit points), Siege
    Weapons & Mobile AA (range, rate of fire)
    
    Civilization Specific Powers
    
    For the Bronze epoch, these civilizations have these powers:
    
    Ancient Greece = Flaming Arrows (III-VII)
    Assyrian Empire = Slavery (I-XV)
    Babylon = Priest Towers (I-XV)
    Byzantine Rome = Insurance (I-XV)
    Carthage = Pathfinding (I-XV)
    Kingdom of Israel = Emissaries (I-XV)
    Austria = Adaptation (III-XV)
    England = Exploration (I-XV)
    Franks = Crusaders (IV-VII)
    Kingdom of Italy = Metallurgy (I-XV)
    Ottoman Empire = Expansionism (I-XV)
    France = Camouflage (I-XV)
    Russia = Advanced Mining (I-XV)
    China = Just In Time Manufacturing (I-XV)
    Rebel Forces = Cloaking (I-XV)
    Korea = Fanaticism (I-XV)
    
    
    -------------------------------------------------------------------------------
    VV     VV                   |
    VV     VV                   | 
     VV   VV                    | 2V Dark
      VV VV                     |
       VVV                      |
    -------------------------------------------------------------------------------
    
    Analysis
    
    The Dark Epoch is nearly the same as the Bronze Epoch. History stagnated. One
    of the best combos in the game is the War Elephant and Elephant Archer combo.
    And in the water, the Battleship and Frigate combo.
    
    Economy
    
    Food and wood are the big necessities in this epoch. Food is limited only by
    farms. Wood is needed for boats, farming, and buildings. Gold is needed as
    well. Iron is still not really a priority yet (unless shipbuilding) but is a
    priority if basing your army on infantry units. And stone is still mainly for
    defense and some buildings.
    
    Remember too, more options means you need more resources.
    
    Unit resource breakdowns:
    
    Barbarian = food & iron
    Battleship - Byzantine = gold & wood
    Bronze Cavalry = food & gold
    Canine Scout = food
    Cataphract = food & gold
    Catapult = gold & wood
    Chariot Archer = gold & wood
    Citizen = food
    Composite Bow =  gold & wood
    Crossbow = gold & wood
    Elephant Archer = food & gold
    Fishing Boat - Bronze = wood
    Frigate - Byzantine = iron & wood
    Galley - Byzantine = iron & wood
    Phalanx = food & iron
    Pilum = gold & wood
    Priest = food & gold
    Prophet = food & gold
    Ram = gold & wood
    Short Sword =  food & iron
    Siege Tower = gold & wood
    Stone Thrower = gold & wood
    Transport - Bronze = wood
    Viking = food & iron
    War Elephant = food & gold
    
    Building resource breakdowns
    
    Archery Range = wood
    Barracks = wood
    Dock = wood
    Farm = wood
    Fortress = wood
    Granary = wood
    Hospital = stone & wood
    House = stone & wood
    Settlement = wood
    Siege Factory = wood
    Stable = wood
    Temple = stone & wood
    Tower = stone
    University = stone & wood
    Wall/Gate = stone
    
    Wonders can also be built (see here for description)
    
    Coliseum = gold & stone & wood
    Ishtar Gates = iron & stone & wood
    Library of Alexandria = gold & stone & wood
    Pharos Lighthouse = iron & stone & wood
    Temple of Zeus = iron & stone & wood
    Tower of Babylon = gold & stone & wood 
    
    To start out, you'll need a couple Citizens which you should start out with.
    Next objective is to build a Settlement Town Center then Capitol as needed.
    To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
    the Settlement. After 10 Citizens populate a Town Center it becomes a
    Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
    or a Capitol (but not a Settlement) you can produce more Citizens or even the
    Canine Scout which can go through trees and makes a decent unit to "see what
    the Joneses are up to". Got to keep up with those Joneses you know.
    
    Also, try to keep a Settlement, Town Center or Capitol near resources so that
    the resources are gathered faster. Don't make the citizens have to walk too
    far.
    
    Next is the house. The house makes your units stronger and more durable
    within range of the house. Houses help improve your defenses. Town Centers
    and Capitols also provide defensive bonuses as well.
    
    There are two upgrades in this epoch. One is Falconry which increases hunting
    & foraging. The other upgrade is Iron Saw which increases wood production.
    
    Towers, Walls & Gates (defense)
    
    
    
    *** After you get your economy going with food and wood
    production/collection, you'll want to start thinking about your defensive and
    military options. For defense, you need to make a choice between weaker
    wooden palisades, which are easier to make but not as durable, or the more
    durable stone variety. Unless tapped for stone, I recommend the stone
    defenses. In a pinch though use the wooden palisades. Remember also that wood
    burns and there is the Civilization Specific Power of Ancient Greece called
    Flaming Arrows as well as the Prophet's Fire Storm. The ability to create a
    gate from 5 inline walls exists. Walls should be used to slow down the enemy
    and are fairly quick and inexpensive to build. Walls can't fight back like
    Towers can but do serve well to slow down an enemy from getting to a place
    you don't want them to be. Also take note, trees and other obstacles make
    great boundaries for your village, town, and eventual (hopefully) prosperous
    city. Also note that Carthage's Pathfinding* ability negates this boundary
    strategy in The Art of Conquest Expansion.
    
    Priests/Prophets
    
    In all epochs, the Priests and Prophets are made at the Temple. The safeguard
    against Priests is the University. Units within range of a University can not
    be converted by Priests. Prophets can not do their 'voodoo' around a temple
    so there is protection against Prophets if you plan out making Temples for
    protection. Priests work well as defense now since the Universities your
    opponent probably has up cancel out any attack abilities. They are nice as
    defense though because the enemy comes into your camp and you get new units
    (even over your Pop Cap). The Prophet is still as useful as ever. Launch some
    of those 'voodoo' whoodoos when the opportunity arises then go back and
    recharge afterwards.
    
    There are three upgrades available in the Dark Epoch. The first is Prophecy
    which increases the Prophet's hit points. The second is Sainthood which
    increases the Prophet's range. The last is Excommunication which increases
    the Priest's range for converting the enemy.
    
    Military
    
    Heroes
    
    Julius Caesar is the Warrior Hero (all hail). Charlemagne is the Strategist
    Hero. See chapter XI in the Empire Earth manual for more information on
    heroes.
    
    Archery Range
    
    Many Archery Units available. The first one is the Composite Bow who is the
    basic archer unit. Next is the Pilum who is really a ranged infantry unit.
    Next comes the Chariot Archer which is a ranged cavalry unit. There are two
    ranged cavalry units, the other being the Elephant Archer (one of my personal
    all time favorite units). The Chariot Archer is faster than the Elephant
    Archer but the Elephant Archer has more hit points. The last unit is the
    Crossbow which is a sniper type unit (one shot - one kill with infantry
    units). With archery/ranged units, you usually want to improve the range of
    the unit. Attack is also another good improvement as well. A common tactic is
    to use a group of Phalanxes and/or Bronze Cavalry with increased hit points
    and attack values as a protective shield for your ranged units. This way, if
    units get in close, your Phalanxes can take care of them while your archers
    attack from a safer distance. Archer units need to beware Short Swords and
    Cataphracts which is why you have the Phalanxes and/or Bronze Cavalry, right?
    If coming from the Bronze Epoch (IV) then you will need to upgrade the Simple
    Bowmen to the Composite Bow and the Javelin to the Pilum.
    
    Barracks
    
    There are 4 units produced at the Barracks this epoch. The first is the Short
    Sword which is the basic sword infantry. The next is the Phalanx which is the
    basic spear infantry. The next two are also sword infantry. The Barbarian can
    go through trees. The Viking , well, I'd say go with this guy instead of the
    Short Sword because his attack stats are a bit more beefed up. Also, if you
    noticed a large poster that shipped with the game, there is a unit
    relationship chart included. Learn the unit relationships for better
    gameplay. In this epoch, Vikings (or Short Swords) and/or Cataphracts have
    bonuses against Archery Units, Archery Units have bonuses against Phalanxes
    and/or Bronze Cavalry, and Phalanxes and/or Bronze Cavalry have bonuses
    against Short Swords and/or Cataphracts. It is a good idea to build several
    of each type to be prepared for any attack. You need to make the decision
    though of which road to take. Also, don't forget the improvements to hit
    points, speed, range and such. Improved units usually slaughter unimproved
    units. Improvements and upgrades give the advantage.
    
    Dock
    
    Note that in The Art of Conquest Expansion, you need to be using a water map
    and not a space map to use the water. Running low on food? Try building a few
    Fishing Boats to pick up some extra food. Do you want to storm the beaches of
    another island? Try building some Transports to carry your land troops across
    the water. Next you have a full range of ships available to build but like
    other units, there are unit relationships where one unit has an advantage
    against another while having a weakness against another. The Battleship
    really shines out of all the ships to be built but does have a weakness
    against the Galley. Frigates have an advantage against Galleys but are weak
    against Battleships. Battleships will usually be the main unit of your navy
    though because they are pretty durable but are also a bit expensive. If
    coming from the Bronze Epoch (IV) then these units need to be upgraded.
    Frigate - Bronze to Frigate - Byzantine, Battleship - Bronze to Battleship -
    Byzantine, Galley - Bronze to Galley - Byzantine.
    
    Siege Factory
    
    Still the same four units available from the start. The first unit is the
    Stone Thrower. The second is the Siege Tower. The third is the Catapult.
    And lastly is the Ram. The Stone Thrower is really an artillery piece (for
    attacking infantry). The Siege Tower is like a transport but for walls. The
    Catapult is a wall crusher. And the Ram is another wall crusher but without
    the range of the Catapult. It is open to your style of play as to how you
    wish to attack your opponent's defenses. Siege weapons are to take out or
    bypass enemy defenses.
    
    Stable
    
    Several units available at the Stable now. The first is the Cataphract. The
    Second is the Bronze Cavalry. The third is the Persian Cavalry. The last is
    another favorite of mine, the War Elephant. This now creates the cavalry
    relationships of sword -> archer -> spear -> sword. Or Cataphract and War
    Elephant against Chariot Archer and Elephant Archer. Chariot Archer and
    Elephant Archer against Bronze Cavalry against Cataphracts and War Elephant.
    As you will notice, Stable units are cavalry units. They also cost a bit
    more, take up two of your population, are faster, and have more hit points. I
    usually use cavalry as 'firemen'. Since cavalry is faster, it can get to
    places quicker than infantry can and put out that enemy 'fire' quickly. Note
    also that the Persian Cavalry is ranged cavalry which also acts like an
    archer unit. Also, if coming from the Bronze Epoch (IV) then you will need to
    upgrade the Horseman to get the Cataphract.
    
    Support Buildings
    
    Fortress
    
    Ever think about getting a bunch of units ahead so that you don't have to
    wait around to build units after an enemy starts invading the crap out of you
    non stop? With Fortresses, you can stockpile pre-built armies so that you can
    in essence build over your Pop Cap. All units stored inside a Fortress do not
    count against your Pop Cap so you can then build more units. If you are at or
    over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
    day. As your outside units start getting slaughtered, just pull units out of
    the Fortress(es). Instant pre-built reserves. You need to protect these
    structures though, because if they are destroyed while you are at your Pop
    Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
    are automatically jettisoned from the building on a last in - first out
    basis).
    
    Granary
    
     Granaries are needed to make farms. If placed well, one Granary can plant
    the seeds for 8 farms all around it. There is also an option on the Granary
    to replant farms should any be destroyed. Farms have PILES of food and can
    also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
    populate a Granary, the size of the Granary increases. Each Citizen
    populating a Granary (up to 8) helps to increase food production.
    
    Hospital
    
    Hospitals help heal your units when they get hurt in battle. Within a certain
    range of a Hospital, units start healing (shown with a green dot graphic).
    You should probably place a Hospital just behind the lines so that it doesn't
    get destroyed but also so that it is easier to get to for your hurt units
    
    There are three upgrades for the Hospital. The first is Comparative Anatomy
    which increases the Citizen & Canine Scout hit points and the Citizen's
    attack values. The second is Pharmacy which increases Citizen speed (a must
    have). And finally, Sanitation which increases the Pop Cap.
    
    University
    
    The University is for advanced research projects.
    
    There are two upgrades at the University. The first is Commercial Law which
    reduces Tribute Cost. The other is Cofferdam which increases the Dock's
    repair rate (heals ships faster).
    
    Civilizations and their bonuses (bonuses vary between different
    versions/updates)
    
    Note: How to determine which bonuses are right for you? Look at how you plan
    to play the battle. If you plan on walling yourself in then the Civ - Economy
    (stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
    If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
    Economy (gold) bonuses are the way to go. Each civilization has its
    advantages and disadvantages throughout each epoch and each map type. Island
    maps will require ships and ships require wood, gold, and iron so not only
    the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
    There is no perfect civilization and even picking a civilization that may
    seem 'handicapped' usually does not decide a game's fate same as picking a
    seemingly advantaged civilization does not decide either, but it can help if
    facing a similar opponent and any edge you can get over some one else is a
    good thing I feel. The nice part of Empire Earth is that the game structure
    allows for miscalculations without any severe penalties. The other player's
    Ships may have better range but yours are faster so the range advantage is
    not very useful now because with the speed, the shots now miss most of the
    time. There is always a counter for everything available. Improvements give
    an advantage to a certain area. Also, the beginning civilization bonuses give
    an early advantage and a later advantage as well. Even though you may start
    out with a civilization bonus of Infantry - Ranged (range) you can still
    improve that range more with the unit improvement feature. So you start out
    with +2 but then improve twice more at +2 each time so now the range is +6
    whereas your opponent can only upgrade range twice and didn't have the
    starting Infantry - Ranged (range) bonus so can only get to a +4 range.
    However, his civilization started out with a Citizens & Fishing Boats (speed)
    bonus so he can therefore get more resources faster. More resources = faster
    and larger army production. See how that works?
    
    Also, a breakdown on how the bonus system can be applied to units.
    
    Archers - Foot = Composite Bow & Crossbow
    Cavalry - Ranged = Chariot Archer & Elephant Archer & Persian Cavalry
    Cavalry - Spear = Bronze Cavalry
    Cavalry - Sword = Cataphract
    Civ - Building, Walls & Towers = defensive bonuses
    Field Cannon & Anti-Tank Guns = Stone Thrower
    Infantry - Ranged = Pilum
    Infantry - Spear = Phalanx
    Infantry - Sword = Short Sword
    Religion - Priests = Priest
    Religion - Prophets = Prophet
    Ships - Battleships & Carriers = Battleship - Byzantine
    Ships - Frigates & Cruisers = Frigate - Byzantine
    Ships - Galleys, Transports & Subs = Galley - Byzantine & Transport - Bronze
    Siege Weapons & Mobile AA = Siege Tower & Catapult & Ram
    Economy bonuses are always good as are Citizen bonuses too. 
    
    Ancient Greece = Cavalry - Spear (attack, build time, hit points), Citizens &
    Fishing Boats (speed), Civ - Economy (gold, hunting & foraging), Civ -
    General (conversion resistance), Infantry - Spear (attack, hit points,
    speed), Ships - Frigates & Cruisers (attack, range), Siege Weapons & Mobile
    AA (attack, cost, rate of fire)
    
    Assyrian Empire = Archers - Foot (attack, speed), Cavalry - Ranged (hit
    points, range, speed), Cavalry - Sword (attack, hit points), Citizens &
    Fishing Boats (range), Civ - Buildings, Walls & Towers (build time, hit
    points), Civ - Economy (farming, hunting & foraging), Civ - General (pop cap)
    
    Babylon = Archers - Foot (hit points, range speed), Cavalry - Spear (armor,
    hit points, speed), Citizens & Fishing Boats (hit points), Civ - Buildings,
    Walls & Towers (range), Civ - Economy (stone, wood), Infantry - Spear (build
    time, hit points, speed), Religion - Prophets (range, speed) Byzantine Rome =
    Citizens & Fishing Boats (build time), Civ - Buildings, Walls & Towers (cost,
    hit points), Civ - Economy (farming), Civ - General (pop cap), Infantry -
    Ranged (range, speed), Infantry - Sword (attack, hit points, speed), Ships -
    Battleships & Carriers (attack, build time)
    
    Carthage = Cavalry - Spear (attack, build time, speed), Cavalry - Sword
    (armor, hit points), Citizens & Fishing Boats (cost), Civ - Economy (fishing,
    stone), Civ - General (mountain combat), Infantry - Ranged (armor, cost),
    Ships - Galleys, Transports & Subs (cost, range)
    
    Kingdom of Israel = Archers - Foot (armor, hit points, range), Citizens &
    Fishing Boats (build time), Civ - Economy (fishing, iron), Infantry - Sword
    (hit points, speed), Religion Priests (build time, cost, hit points),
    Religion - Prophets (hit points, range), Ships - Battleships & Carriers
    (attack), Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports &
    Subs (attack)
    
    Austria = Cavalry - Sword (armor, attack ,speed), Citizens & Fishing Boats
    (attack, cost), Civ - Economy (hunting & foraging), Civ - General (conversion
    resistance), Field Cannon & Anti-Tank Guns (armor, build time, hit points)
    Infantry - Spear (attack, hit points, speed)
    
    England = Archers - Foot (range, cost, build time), Cavalry - Ranged (cost),
    Cavalry - Spear (armor), Citizens & Fishing Boats (build time), Civ -
    Buildings, Walls & Towers (cost, range), Civ - Economy (fishing, gold),
    Infantry - Ranged (hit points, range), Ships - Battleships & Carriers
    (attack, build time), Siege Weapons & Mobile AA (hit points, rate of fire)
    
    Franks = Cavalry - Spear (hit points), Cavalry - Sword (armor, cost, hit
    points, speed), Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy
    (gold, wood), Civ - General (conversion resistance), Religion - Prophets
    (cost, range), Siege Weapons & Mobile AA (attack, hit points)
    
    Kingdom of Italy = Cavalry - Ranged (attack, build time), Cavalry - Sword
    (build time), Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (stone), Civ - General
    (mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
    (hit points, range, speed), Ships - Frigates & Cruisers (attack)
    
    Ottoman Empire = Cavalry - Ranged (attack, hit points, range), Citizens &
    Fishing Boats (build time, speed), Civ - Economy (farming, stone), Civ -
    General (pop cap), Field Cannon & Anti-Tank Guns (build time, cost),
    Religion - Priests (cost, hit points)
    
    Spain = Cavalry - Ranged (speed, range), Citizens & Fishing Boats (speed),
    Civ - Buildings, Walls & Towers (range), Civ - Economy (farming, iron), Civ -
    General (mountain combat), Infantry - Ranged (attack, build time, hit
    points), Infantry - Spear (armor, attack, hit points), Religion - Priests
    (hit points, range), Ships - Galleys, Transports & Subs (attack, cost, hit
    points)
    
    France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
    & Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
    Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)
    
    Germany = Citizens & Fishing Boats (cost, hit points), Civ - Economy (stone),
    Ships - Galleys, Transports & Subs (attack, hit points, range)
    
    Great Britain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls &
    Towers (attack, build time, range), Civ - Economy (gold, hunting & foraging),
    Field Cannon & Anti-Tank Guns (attack, hit points, speed), Ships - Frigates &
    Cruisers (build time, hit points, speed)
    
    Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ -
    Economy (farming, stone), Civ - General (conversion resistance), Field Cannon
    & Anti-Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons
    & Mobile AA (attack, hit points, rate of fire)
    
    Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
    Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
    (cost), Siege Weapons & Mobile AA (area damage, range)
    
    United States = Citizens & Fishing Boats (attack, speed), Civ - Buildings,
    Walls & Towers (build time, cost), Civ - Economy (gold, iron), Civ - General
    (pop cap), Ships - Battleships & Carriers (hit points, range)
    
    China = Citizens & Fishing Boats (cost), Civ - Economy (farming), Civ -
    General (pop cap), Field Cannon & Anti-Tank Guns (armor, cost, hit points),
    Ships - Galleys, Transports & Subs (attack)
    
    Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
    Walls & Towers (hit points,range), Civ - Economy (wood), Siege Weapons &
    Mobile AA (hit points, range, rate of fire)
    
    Rebel Forces = Citizens & Fishing Boats (build time, range), Civ - Buildings,
    Walls & Towers (hit points), Civ - Economy (iron), Civ - General (mountain
    combat), Infantry - Ranged (attack, range)
    
    Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
    (pop cap), Infantry - Ranged (armor, speed)
    
    Korea = Civ - Economy (gold), Civ - General (mountain combat), Field Cannon &
    Anti-Tank Guns (build time), Infantry - Ranged (armor, hit points), Siege
    Weapons & Mobile AA (range, rate of fire)
    
    Civilization Specific Powers
    
    For the Dark epoch, these civilizations have these powers:
    
    Ancient Greece = Flaming Arrows (III-VII)
    Assyrian Empire = Slavery (I-XV)
    Babylon = Priest Towers (I-XV)
    Byzantine Rome = Insurance (I-XV)
    Carthage = Pathfinding (I-XV)
    Kingdom of Israel = Emissaries (I-XV)
    Austria = Adaptation (III-XV)
    England = Exploration (I-XV)
    Franks = Crusaders (IV-VII)
    Kingdom of Italy = Metallurgy (I-XV)
    Ottoman Empire = Expansionism (I-XV)
    France = Camouflage (I-XV)
    Russia = Advanced Mining (I-XV)
    China = Just In Time Manufacturing (I-XV)
    Rebel Forces = Cloaking (I-XV)
    Korea = Fanaticism (I-XV)
    
    
    -------------------------------------------------------------------------------
    VV     VV IIIII             | 
    VV     VV  III              | 
     VV   VV   III              | 2VI Middle
      VV VV    III              |
       VVV    IIIII             |
    -------------------------------------------------------------------------------
    
    Analysis
    
    The Middle Epoch is VI but there are XV Epochs? Doesn't sound very middle to
    me. Well, it is close to VII (Empire Earth) and VIII (The Art of Conquest)
    though. Siege weaponry improves. Gameplay-wise, still an extension of the
    Bronze Epoch. A sad passing away is the elephant units. Have to deal with
    fast, wimpy hit point units now. Call that progress? Combos are the Chariot
    Archer and/or Long Bow with the Knight and/or Pike Man. On water, still the
    Battleship and Frigate combo.
    
    Economy
    
    Food and wood are the big necessities in this epoch. Food is limited only by
    farms. Wood is needed for boats, farming, and buildings. Gold is needed as
    well. Iron is still not really a priority yet (unless shipbuilding) but is a
    priority if basing your army on infantry units. And stone is still mainly for
    defense and some buildings.
    
    Remember too, more options means you need more resources.
    
    Unit resource breakdowns:
    
    Ballista = gold & wood
    Barbarian = food & iron
    Battleship - Middle Ages = gold & wood
    Canine Scout = food
    Cataphract = food & gold
    Chariot Archer = gold & wood
    Citizen = food
    Crossbow = gold & wood
    Fishing Boat - Bronze = wood
    Frigate - Middle Ages = iron & wood
    Galley - Middle Ages = iron & wood
    Heavy Ram = gold & wood
    Heavy Siege Tower = gold & wood
    Knight = food & gold
    Long Bow =  gold & wood
    Long Sword =  food & iron
    Pike Man = food & iron
    Pilum = gold & wood
    Priest = food & gold
    Prophet = food & gold
    Transport - Bronze = wood
    Trebuchet = gold & wood
    Viking = food & iron
    
    Building resource breakdowns
    
    Archery Range = wood
    Barracks = wood
    Dock = wood
    Farm = wood
    Fortress = wood
    Granary = wood
    Hospital = stone & wood
    House = stone & wood
    Settlement = wood
    Siege Factory = wood
    Stable = wood
    Temple = stone & wood
    Tower = stone
    University = stone & wood
    Wall/Gate = stone
    
    Wonders can also be built (see here for description)
    
    Coliseum = gold & stone & wood
    Ishtar Gates = iron & stone & wood
    Library of Alexandria = gold & stone & wood
    Pharos Lighthouse = iron & stone & wood
    Temple of Zeus = iron & stone & wood
    Tower of Babylon = gold & stone & wood 
    To start out, you'll need a couple Citizens which you should start out with.
    Next objective is to build a Settlement Town Center then Capitol as needed.
    To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
    the Settlement. After 10 Citizens populate a Town Center it becomes a
    Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
    or a Capitol (but not a Settlement) you can produce more Citizens or even the
    Canine Scout which can go through trees and makes a decent unit to "see what
    the Joneses are up to". Got to keep up with those Joneses you know.
    
    Also, try to keep a Settlement, Town Center or Capitol near resources so that
    the resources are gathered faster. Don't make the citizens have to walk too
    far.
    
    Next is the house. The house makes your units stronger and more durable
    within range of the house. Houses help improve your defenses. Town Centers
    and Capitols also provide defensive bonuses as well.
    
    There are two upgrades in this epoch. Amalgamation increases gold production
    while Shaft Mining increases iron production. Both are nice to have.
    
    Towers, Walls & Gates (defense)
    
    
    
    *** After you get your economy going with food and wood
    production/collection, you'll want to start thinking about your defensive and
    military options. For defense, you need to make a choice between weaker
    wooden palisades, which are easier to make but not as durable, or the more
    durable stone variety. Unless tapped for stone, I recommend the stone
    defenses. In a pinch though use the wooden palisades. Remember also that wood
    burns and there is the Civilization Specific Power of Ancient Greece called
    Flaming Arrows as well as the Prophet's Fire Storm. The ability to create a
    gate from 5 inline walls exists. Walls should be used to slow down the enemy
    and are fairly quick and inexpensive to build. Walls can't fight back like
    Towers can but do serve well to slow down an enemy from getting to a place
    you don't want them to be. Also take note, trees and other obstacles make
    great boundaries for your village, town, and eventual (hopefully) prosperous
    city. Also note that Carthage's Pathfinding* ability negates this boundary
    strategy in The Art of Conquest Expansion. If epoching up from the Dark Epoch
    (V) then the Middle Age Walls, Gates & Towers will be an upgrade available at
    the Town Center or Capitol.
    
    Priests/Prophets
    
    In all epochs, the Priests and Prophets are made at the Temple. The safeguard
    against Priests is the University. Units within range of a University can not
    be converted by Priests. Prophets can not do their 'voodoo' around a temple
    so there is protection against Prophets if you plan out making Temples for
    protection. Priests work well as defense now since the Universities your
    opponent probably has up cancel out any attack abilities. They are nice as
    defense though because the enemy comes into your camp and you get new units
    (even over your Pop Cap). The Prophet is still as useful as ever. Launch some
    of those 'voodoo' whoodoos when the opportunity arises then go back and
    recharge afterwards.
    
    There are three upgrades available in the Middle Epoch. The first is Crusades
    which increases the Temple range for protection against Prophet attacks. The
    second is Indulgences which increases Priest speed. The last is Inquisition
    which increases Priest hit points.
    
    Military
    
    Heroes
    
    Richard the Lionheart is the Warrior Hero. William the Conqueror is the
    Strategist Hero. See chapter XI in the Empire Earth manual for more
    information on heroes.
    
    Archery Range
    
    Many Archery Units available. The first one is the Long Bow who is the basic
    archer unit. Next is the Pilum who is really a ranged infantry unit. The
    Chariot Archer is a ranged cavalry unit. The last unit is the Crossbow which
    is a sniper type unit (one shot - one kill with infantry units). With
    archery/ranged units, you usually want to improve the range of the unit.
    Attack is also another good improvement as well. A common tactic is to use a
    group of Pike Men and/or Knights with increased hit points and attack values
    as a protective shield for your ranged units. this way, if units get in
    close, your Pike Men can take care of them while your archers attack from a
    safer distance. Archer units need to beware Long Swords and Cataphracts which
    is why you have the Pike Men and/or Knights, right? If coming from the Dark
    Epoch (V) then you will need to upgrade the Composite Bow to the Long Bow.
    
    Barracks
    
    There are 4 units produced at the Barracks this epoch. The first is the Long
    Sword which is the basic sword infantry. The next is the Pike Man which is
    the basic spear infantry. The next two are also sword infantry. The Barbarian
    can go through trees. The Viking , well, I'd say go with this guy instead of
    the Long Sword because his attack stats are a bit more beefed up. Also, if
    you noticed a large poster that shipped with the game, there is a unit
    relationship chart included. Learn the unit relationships for better
    gameplay. In this epoch, Vikings (or Long Swords) and/or Cataphracts have
    bonuses against Archery Units, Archery Units have bonuses against Pike Men
    and/or Knights, and Pike Men and/or Knights have bonuses against Long Swords
    and/or Cataphracts. It is a good idea to build several of each type to be
    prepared for any attack. You need to make the decision though of which road
    to take. Also, don't forget the improvements to hit points, speed, range and
    such. Improved units usually slaughter unimproved units. Improvements and
    upgrades give the advantage. If coming from the Dark Epoch (V) you will need
    to upgrade the Short Sword to the Long Sword and the Phalanx to the Pike Man.
    
    Dock
    
    Note that in The Art of Conquest Expansion, you need to be using a water map
    and not a space map to use the water. Running low on food? Try building a few
    Fishing Boats to pick up some extra food. Do you want to storm the beaches of
    another island? Try building some Transports to carry your land troops across
    the water. Next you have a full range of ships available to build but like
    other units, there are unit relationships where one unit has an advantage
    against another while having a weakness against another. The Battleship
    really shines out of all the ships to be built but does have a weakness
    against the Galley. Frigates have an advantage against Galleys but are weak
    against Battleships. Battleships will usually be the main unit of your navy
    though because they are pretty durable but are also a bit expensive. If
    coming from the Dark Epoch (V) then these units need to be upgraded.
    Frigate - Byzantine to Frigate - Middle Ages, Battleship - Byzantine to
    Battleship - Middle Ages, Galley - Byzantine to Galley - Middle Ages.
    
    Siege Factory
    
    The first unit is the Ballista. The second is the Heavy Siege Tower. The
    third is the Trebuchet. And lastly is the Heavy Ram. The Ballista is really
    an artillery piece (for attacking infantry). The Heavy Siege Tower is like a
    transport but for walls. The Trebuchet is a wall crusher. And the Heavy Ram
    is another wall crusher but without the range of the Trebuchet. It is open to
    your style of play as to how you wish to attack your opponent's defenses.
    Siege weapons are to take out or bypass enemy defenses. All units will need
    to be upgraded if coming from the Dark Epoch (V). Stone Thrower to Ballista,
    Siege Tower to Heavy Siege Tower, Catapult to Trebuchet, and Ram to Heavy Ram.
    
    Stable
    
    Several units available at the Stable now. The first is the Cataphract. The
    Second is the Knight. The third is the Persian Cavalry. This creates the
    cavalry relationships of sword -> archer -> spear -> sword. Or Cataphract
    against Persian Cavalry. Persian Cavalry against Knight. Knight against
    Cataphracts. As you will notice, Stable units are cavalry units. They also
    cost a bit more, take up two of your population, are faster, and have more
    hit points. I usually use cavalry as 'firemen'. Since cavalry is faster, it
    can get to places quicker than infantry can and put out that enemy 'fire'
    quickly. Note also that the Persian Cavalry is ranged cavalry which also acts
    like an archer unit. Also, if coming from the Dark Epoch (V) then you will
    need to upgrade the Bronze Cavalry to get the Knight.
    
    Support Buildings
    
    Fortress
    
    Ever think about getting a bunch of units ahead so that you don't have to
    wait around to build units after an enemy starts invading the crap out of you
    non stop? With Fortresses, you can stockpile pre-built armies so that you can
    in essence build over your Pop Cap. All units stored inside a Fortress do not
    count against your Pop Cap so you can then build more units. If you are at or
    over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
    day. As your outside units start getting slaughtered, just pull units out of
    the Fortress(es). Instant pre-built reserves. You need to protect these
    structures though, because if they are destroyed while you are at your Pop
    Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
    are automatically jettisoned from the building on a last in - first out
    basis).
    
    Granary
    
    Granaries are needed to make farms. If placed well, one Granary can plant
    the seeds for 8 farms all around it. There is also an option on the Granary
    to replant farms should any be destroyed. Farms have PILES of food and can
    also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
    populate a Granary, the size of the Granary increases. Each Citizen
    populating a Granary (up to 8) helps to increase food production. Speaking of
    which...
    
    There is an upgrade to farming called Wheeled Plow.
    
    Hospital
    
    Hospitals help heal your units when they get hurt in battle. Within a certain
    range of a Hospital, units start healing (shown with a green dot graphic).
    You should probably place a Hospital just behind the lines so that it doesn't
    get destroyed but also so that it is easier to get to for your hurt units
    
    University
    
    The University is for advanced research projects.
    
    There are two upgrades at the University. The first is Bulls-Eye Lantern
    which increases your building's LOS (Line of Sight). The second is Law School
    which increases the University's protection range.
    
    Civilizations and their bonuses (bonuses vary between different
    versions/updates)
    
    Note: How to determine which bonuses are right for you? Look at how you plan
    to play the battle. If you plan on walling yourself in then the Civ - Economy
    (stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
    If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
    Economy (gold) bonuses are the way to go. Each civilization has its
    advantages and disadvantages throughout each epoch and each map type. Island
    maps will require ships and ships require wood, gold, and iron so not only
    the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
    There is no perfect civilization and even picking a civilization that may
    seem 'handicapped' usually does not decide a game's fate same as picking a
    seemingly advantaged civilization does not decide either, but it can help if
    facing a similar opponent and any edge you can get over some one else is a
    good thing I feel. The nice part of Empire Earth is that the game structure
    allows for miscalculations without any severe penalties. The other player's
    Ships may have better range but yours are faster so the range advantage is
    not very useful now because with the speed, the shots now miss most of the
    time. There is always a counter for everything available. Improvements give
    an advantage to a certain area. Also, the beginning civilization bonuses give
    an early advantage and a later advantage as well. Even though you may start
    out with a civilization bonus of Infantry - Ranged (range) you can still
    improve that range more with the unit improvement feature. So you start out
    with +2 but then improve twice more at +2 each time so now the range is +6
    whereas your opponent can only upgrade range twice and didn't have the
    starting Infantry - Ranged (range) bonus so can only get to a +4 range.
    However, his civilization started out with a Citizens & Fishing Boats (speed)
    bonus so he can therefore get more resources faster. More resources = faster
    and larger army production. See how that works?
    
    Also, a breakdown on how the bonus system can be applied to units.
    
    Archers - Foot = Long Bow & Crossbow
    Cavalry - Ranged = Chariot Archer & Persian Cavalry
    Cavalry - Spear = Knight
    Cavalry - Sword = Cataphract
    Civ - Building, Walls & Towers = defensive bonuses
    Field Cannon & Anti-Tank Guns = Ballista
    Infantry - Ranged = Pilum
    Infantry - Spear = Phalanx
    Infantry - Sword = Long Sword
    Religion - Priests = Priest
    Religion - Prophets = Prophet
    Ships - Battleships & Carriers = Battleship - Middle Ages
    Ships - Frigates & Cruisers = Frigate - Middle Ages
    Ships - Galleys, Transports & Subs = Galley - Middle Ages & Transport - Bronze
    Siege Weapons & Mobile AA = Heavy Siege Tower & Trebuchet & Heavy Ram
    Economy bonuses are always good as are Citizen bonuses too.
    
    Ancient Greece = Cavalry - Spear (attack, build time, hit points), Citizens &
    Fishing Boats (speed), Civ - Economy (gold, hunting & foraging), Civ -
    General (conversion resistance), Infantry - Spear (attack, hit points,
    speed), Ships - Frigates & Cruisers (attack, range), Siege Weapons & Mobile
    AA (attack, cost, rate of fire)
    
    Assyrian Empire = Archers - Foot (attack, speed), Cavalry - Ranged (hit
    points, range, speed), Cavalry - Sword (attack, hit points), Citizens &
    Fishing Boats (range), Civ - Buildings, Walls & Towers (build time, hit
    points), Civ - Economy (farming, hunting & foraging), Civ - General (pop cap)
    
    Babylon = Archers - Foot (hit points, range speed), Cavalry - Spear (armor,
    hit points, speed), Citizens & Fishing Boats (hit points), Civ - Buildings,
    Walls & Towers (range), Civ - Economy (stone, wood), Infantry - Spear (build
    time, hit points, speed), Religion - Prophets (range, speed)
    
    Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
    Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
    (pop cap), Infantry - Ranged (range, speed), Infantry - Sword (attack, hit
    points, speed), Ships - Battleships & Carriers (attack, build time)
    
    Carthage = Cavalry - Spear (attack, build time, speed), Cavalry - Sword
    (armor, hit points), Citizens & Fishing Boats (cost), Civ - Economy (fishing,
    stone), Civ - General (mountain combat), Infantry - Ranged (armor, cost),
    Ships - Galleys, Transports & Subs (cost, range)
    
    Kingdom of Israel = Archers - Foot (armor, hit points, range), Citizens &
    Fishing Boats (build time), Civ - Economy (fishing, iron), Infantry - Sword
    (hit points, speed), Religion Priests (build time, cost, hit points),
    Religion - Prophets (hit points, range), Ships - Battleships & Carriers
    (attack), Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports &
    Subs (attack)
    
    Austria = Cavalry - Sword (armor, attack ,speed), Citizens & Fishing Boats
    (attack, cost), Civ - Economy (hunting & foraging), Civ - General (conversion
    resistance), Field Cannon & Anti-Tank Guns (armor, build time, hit points)
    Infantry - Spear (attack, hit points, speed)
    
    England = Archers - Foot (range, cost, build time), Cavalry - Ranged (cost),
    Cavalry - Spear (armor), Citizens & Fishing Boats (build time), Civ -
    Buildings, Walls & Towers (cost, range), Civ - Economy (fishing, gold),
    Infantry - Ranged (hit points, range), Ships - Battleships & Carriers
    (attack, build time), Siege Weapons & Mobile AA (hit points, rate of fire)
    
    Franks = Cavalry - Spear (hit points), Cavalry - Sword (armor, cost, hit
    points, speed), Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy
    (gold, wood), Civ - General (conversion resistance), Religion - Prophets
    (cost, range), Siege Weapons & Mobile AA (attack, hit points)
    
    Kingdom of Italy = Cavalry - Ranged (attack, build time), Cavalry - Sword
    (build time), Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (stone), Civ - General
    (mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
    (hit points, range, speed), Ships - Frigates & Cruisers (attack)
    
    Ottoman Empire = Cavalry - Ranged (attack, hit points, range), Citizens &
    Fishing Boats (build time, speed), Civ - Economy (farming, stone), Civ -
    General (pop cap), Field Cannon & Anti-Tank Guns (build time, cost),
    Religion - Priests (cost, hit points)
    
    Spain = Cavalry - Ranged (speed, range), Citizens & Fishing Boats (speed),
    Civ - Buildings, Walls & Towers (range), Civ - Economy (farming, iron), Civ -
    General (mountain combat), Infantry - Ranged (attack, build time, hit
    points), Infantry - Spear (armor, attack, hit points), Religion - Priests
    (hit points, range), Ships - Galleys, Transports & Subs (attack, cost, hit
    points)
    
    France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
    & Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
    Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)
    
    Germany = Citizens & Fishing Boats (cost, hit points), Civ - Economy (stone),
    Ships - Galleys, Transports & Subs (attack, hit points, range)
    
    Great Britain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls &
    Towers (attack, build time, range), Civ - Economy (gold, hunting & foraging),
    Field Cannon & Anti-Tank Guns (attack, hit points, speed), Ships - Frigates &
    Cruisers (build time, hit points, speed)
    
    Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ -
    Economy (farming, stone), Civ - General (conversion resistance), Field Cannon
    & Anti-Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons
    & Mobile AA (attack, hit points, rate of fire)
    
    Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
    Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
    (cost), Siege Weapons & Mobile AA (area damage, range)
    
    United States = Citizens & Fishing Boats (attack, speed), Civ - Buildings,
    Walls & Towers (build time, cost), Civ - Economy (gold, iron), Civ - General
    (pop cap), Ships - Battleships & Carriers (hit points, range)
    
    China = Citizens & Fishing Boats (cost), Civ - Economy (farming), Civ -
    General (pop cap), Field Cannon & Anti-Tank Guns (armor, cost, hit points),
    Ships - Galleys, Transports & Subs (attack)
    
    Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
    Walls & Towers (hit points, range), Civ - Economy (wood), Siege Weapons &
    Mobile AA (hit points, range, rate of fire)
    
    Rebel Forces = Citizens & Fishing Boats (build time, range), Civ - Buildings,
    Walls & Towers (hit points), Civ - Economy (iron), Civ - General (mountain
    combat), Infantry - Ranged (attack, range)
    
    Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
    (pop cap), Infantry - Ranged (armor, speed)
    
    Korea = Civ - Economy (gold), Civ - General (mountain combat), Field Cannon &
    Anti-Tank Guns (build time), Infantry - Ranged (armor, hit points), Siege
    Weapons & Mobile AA (range, rate of fire)
    
    Civilization Specific Powers
    
    For the Middle epoch, these civilizations have these powers:
    
    Ancient Greece = Flaming Arrows (III-VII)
    Assyrian Empire = Slavery (I-XV)
    Babylon = Priest Towers (I-XV)
    Byzantine Rome = Insurance (I-XV)
    Carthage = Pathfinding (I-XV)
    Kingdom of Israel = Emissaries (I-XV)
    Austria = Adaptation (III-XV)
    England = Exploration (I-XV)
    Franks = Crusaders (IV-VII)
    Kingdom of Italy = Metallurgy (I-XV)
    Ottoman Empire = Expansionism (I-XV)
    France = Camouflage (I-XV)
    Russia = Advanced Mining (I-XV)
    China = Just In Time Manufacturing (I-XV)
    Rebel Forces = Cloaking (I-XV)
    Korea = Fanaticism (I-XV) 
    
    
    -------------------------------------------------------------------------------
    VV     VV IIIII IIIII       |
    VV     VV  III   III        |
     VV   VV   III   III        | 2VII Renaissance 
      VV VV    III   III        |
       VVV    IIIII IIIII       |
    -------------------------------------------------------------------------------
    
    Analysis
    
    This is the last epoch of the Archery Range. Soon, the Infantry - Ranged
    (guns) replace the archer. Still pretty much the same gameplay as the Bronze
    Epoch (IV). Some artillery starts showing up. For Civilization Specific
    Powers, this is the first epoch of Spain's Conquistadors while this is the
    last epoch for Ancient Greece's Flaming Arrows and The Franks' Crusaders
    ability. Same old combos, Spear and Ranged on land units and Battleship and
    Frigate on the waters.
    
    Economy
    
    Food and wood are the big necessities in this epoch. Food is limited only by
    farms. Wood is needed for boats, farming, and buildings. Gold is needed as
    well. Iron is becoming more necessary (guns & cannons) but gold is still
    preferable. And stone is still mainly for defense and some buildings.
    
    Remember too, more options means you need more resources.
    
    Unit resource breakdowns:
    
    Arquebus = food & iron
    Ballista = gold & wood
    Basilisk = iron & wood
    Battleship - Renaissance = gold & wood
    Canine Scout = food
    Carabineer = food & gold
    Chariot Archer = gold & wood
    Citizen = food
    Crossbow = gold & wood
    Culverin = iron & wood
    Fishing Boat - Bronze = wood
    Frigate - Renaissance = iron & wood
    Galleon - Renaissance = iron & wood
    Heavy Ram = gold & wood
    Heavy Siege Tower = gold & wood
    Imperial Cuirassier = food & gold
    Knight = food & gold
    Long Bow =  gold & wood
    Long Sword =  food & iron
    Pike Man = food & iron
    Priest = food & gold
    Prophet = food & gold
    Transport - Bronze = wood
    Trebuchet = gold & wood
    
    Building resource breakdowns
    
    Archery Range = wood
    Barracks = wood
    Dock = wood
    Farm = wood
    Fortress = wood
    Granary = wood
    Hospital = stone & wood
    House = stone & wood
    Settlement = wood
    Siege Factory = wood
    Stable = wood
    Temple = stone & wood
    Tower = stone
    University = stone & wood
    Wall/Gate = stone
    
    Wonders can also be built (see here for description)
    
    Coliseum = gold & stone & wood
    Ishtar Gates = iron & stone & wood
    Library of Alexandria = gold & stone & wood
    Pharos Lighthouse = iron & stone & wood
    Temple of Zeus = iron & stone & wood
    Tower of Babylon = gold & stone & wood 
    
    To start out, you'll need a couple Citizens which you should start out with.
    Next objective is to build a Settlement Town Center then Capitol as needed.
    To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
    the Settlement. After 10 Citizens populate a Town Center it becomes a
    Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
    or a Capitol (but not a Settlement) you can produce more Citizens or even the
    Canine Scout which can go through trees and makes a decent unit to "see what
    the Joneses are up to". Got to keep up with those Joneses you know.
    
    Also, try to keep a Settlement, Town Center or Capitol near resources so that
    the resources are gathered faster. Don't make the citizens have to walk too
    far.
    
    Next is the house. The house makes your units stronger and more durable
    within range of the house. Houses help improve your defenses. Town Centers
    and Capitols also provide defensive bonuses as well.
    
    There is one upgrade in this epoch. Windlass increases stone production.
    
    Towers, Walls & Gates (defense)
    
    
    
    *** After you get your economy going with food and wood
    production/collection, you'll want to start thinking about your defensive and
    military options. For defense, you need to make a choice between weaker
    wooden palisades, which are easier to make but not as durable, or the more
    durable stone variety. Unless tapped for stone, I recommend the stone
    defenses. In a pinch though use the wooden palisades. Remember also that wood
    burns and there is the Civilization Specific Power of Ancient Greece called
    Flaming Arrows as well as the Prophet's Fire Storm. The ability to create a
    gate from 5 inline walls exists. Walls should be used to slow down the enemy
    and are fairly quick and inexpensive to build. Walls can't fight back like
    Towers can but do serve well to slow down an enemy from getting to a place
    you don't want them to be. Also take note, trees and other obstacles make
    great boundaries for your village, town, and eventual (hopefully) prosperous
    city. Also note that Carthage's Pathfinding* ability negates this boundary
    strategy in The Art of Conquest Expansion.
    
    Priests/Prophets
    
    In all epochs, the Priests and Prophets are made at the Temple. The safeguard
    against Priests is the University. Units within range of a University can not
    be converted by Priests. Prophets can not do their 'voodoo' around a temple
    so there is protection against Prophets if you plan out making Temples for
    protection. Priests work well as defense now since the Universities your
    opponent probably has up cancel out any attack abilities. They are nice as
    defense though because the enemy comes into your camp and you get new units
    (even over your Pop Cap). The Prophet is still as useful as ever. Launch some
    of those 'voodoo' whoodoos when the opportunity arises then go back and
    recharge afterwards.
    
    There are three upgrades available in the Renaissance Epoch. The first is
    Tarot which increases Prophet speed. The second is Astrology which increases
    Prophet range. The last is Printing Press which is a very 'must have' upgrade
    because it allows Priests to convert enemy Priests.
    
    Military
    
    Heroes
    
    Henry V (Henry the Fifth) is the Warrior Hero. Isabella I (Isabella the First
    of Castille) is the Strategist Hero. See chapter XI in the Empire Earth
    manual for more information on heroes.
    
    Archery Range
    
    This is the last epoch of the Archery Range so try not to go overboard if you
    may be going to later epochs. The first unit is the Long Bow who is the basic
    archer unit. The Chariot Archer is a ranged cavalry unit. The last unit is
    the Crossbow which is a sniper type unit (one shot - one kill with infantry
    units). With archery/ranged units, you usually want to improve the range of
    the unit. Attack is also another good improvement as well. A common tactic is
    to use a group of Pike Men and/or Knights with increased hit points and
    attack values as a protective shield for your ranged units. this way, if
    units get in close, your Pike Men can take care of them while your archers
    attack from a safer distance. Archer units need to beware Long Swords and
    Imperial Cuirassiers which is why you have the Pike Men and/or Knights, right?
    
    Barracks
    
    There are 3 units produced at the Barracks this epoch. The first is the Long
    Sword which is the basic sword infantry. The next is the Pike Man which is
    the basic spear infantry. The last is the Arquebus or, in other words, an
    early gunman. Also, if you noticed a large poster that shipped with the game,
    there is a unit relationship chart included. Learn the unit relationships for
    better gameplay. In this epoch, things change a bit from the previous Bronze
    Epoch type setup. It is a good idea to build several of each type to be
    prepared for any attack. You need to make the decision though of which road
    to take. Also, don't forget the improvements to hit points, speed, range and
    such. Improved units usually slaughter unimproved units. Improvements and
    upgrades give the advantage.
    
    Dock
    
    Note that in The Art of Conquest Expansion, you need to be using a water map
    and not a space map to use the water. Running low on food? Try building a few
    Fishing Boats to pick up some extra food. Do you want to storm the beaches of
    another island? Try building some Transports to carry your land troops across
    the water. Next you have a full range of ships available to build but like
    other units, there are unit relationships where one unit has an advantage
    against another while having a weakness against another. The Battleship
    really shines out of all the ships to be built but does have a weakness
    against the Galleon. Frigates have an advantage against Galleys but are weak
    against Battleships. Battleships will usually be the main unit of your navy
    though because they are pretty durable but are also a bit expensive. If
    coming from the Middle Epoch (VI) then these units need to be upgraded.
    Frigate - Middle Ages to Frigate - Renaissance, Battleship - Middle Ages to
    Battleship - Renaissance, Galley - Middle Ages to Galleon - Renaissance.
    
    Siege Factory
    
    The first unit is the Ballista. The second is the Heavy Siege Tower. The
    third is the Trebuchet. And fourth is the Heavy Ram. The fifth is the
    Culverin. And the last is the Basilisk. A bunch of units, huh? The Ballista
    is really an artillery piece (for attacking infantry) same as the Culverin.
    The Siege Tower is like a transport but for walls. The Catapult and Basilisk
    are wall crushers. And the Heavy Ram is another wall crusher but without the
    range of the Catapult or Basilisk. It is open to your style of play as to how
    you wish to attack your opponent's defenses. Siege weapons are to take out or
    bypass enemy defenses.
    
    Stable
    
    Several units available at the Stable now. The first is the Imperial
    Cuirassier. The Second is the Knight. The third is the Carabineer. This
    creates the cavalry relationships of sword -> archer -> spear -> sword. Or
    Imperial Cuirassier against Carabineer. Carabineer against Knight. Knight
    against Imperial Cuirassier. As you will notice, Stable units are cavalry
    units. They also cost a bit more, take up two of your population, are faster,
    and have more hit points. I usually use cavalry as 'firemen'. Since cavalry
    is faster, it can get to places quicker than infantry can and put out that
    enemy 'fire' quickly. Note also that the Persian Cavalry is ranged cavalry
    which also acts like an archer unit. Also, if coming from the Middle Epoch
    (VI) then you will need to upgrade the Cataphract to get the Imperial
    Cuirassier.
    
    Support Buildings
    
    Fortress
    
    Ever think about getting a bunch of units ahead so that you don't have to
    wait around to build units after an enemy starts invading the crap out of you
    non stop? With Fortresses, you can stockpile pre-built armies so that you can
    in essence build over your Pop Cap. All units stored inside a Fortress do not
    count against your Pop Cap so you can then build more units. If you are at or
    over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
    day. As your outside units start getting slaughtered, just pull units out of
    the Fortress(es). Instant pre-built reserves. You need to protect these
    structures though, because if they are destroyed while you are at your Pop
    Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
    are automatically jettisoned from the building on a last in - first out
    basis).
    
    Granary
    
     Granaries are needed to make farms. If placed well, one Granary can plant
    the seeds for 8 farms all around it. There is also an option on the Granary
    to replant farms should any be destroyed. Farms have PILES of food and can
    also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
    populate a Granary, the size of the Granary increases. Each Citizen
    populating a Granary (up to 8) helps to increase food production. Speaking of
    which...
    
    There is an upgrade to farming called Wheeled Plow.
    
    Hospital
    
    Hospitals help heal your units when they get hurt in battle. Within a certain
    range of a Hospital, units start healing (shown with a green dot graphic).
    You should probably place a Hospital just behind the lines so that it doesn't
    get destroyed but also so that it is easier to get to for your hurt units.
    
    There are two upgrades at the Hospital in this epoch. The first is Human
    Anatomy which increases Citizen and Canine Scout hit points and Citizen
    attack values. The other is Quarantine which increases the healing rate and
    range of the Hospital.
    
    University
    
    The University is for advanced research projects.
    
    There are two upgrades at the University. The first is Bulls-Eye Lantern
    which increases your building's LOS (Line of Sight). The second is Law School
    which increases the University's protection range.
    
    Civilizations and their bonuses (bonuses vary between different
    versions/updates)
    
    Note: How to determine which bonuses are right for you? Look at how you plan
    to play the battle. If you plan on walling yourself in then the Civ - Economy
    (stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
    If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
    Economy (gold) bonuses are the way to go. Each civilization has its
    advantages and disadvantages throughout each epoch and each map type. Island
    maps will require ships and ships require wood, gold, and iron so not only
    the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
    There is no perfect civilization and even picking a civilization that may
    seem 'handicapped' usually does not decide a game's fate same as picking a
    seemingly advantaged civilization does not decide either, but it can help if
    facing a similar opponent and any edge you can get over some one else is a
    good thing I feel. The nice part of Empire Earth is that the game structure
    allows for miscalculations without any severe penalties. The other player's
    Ships may have better range but yours are faster so the range advantage is
    not very useful now because with the speed, the shots now miss most of the
    time. There is always a counter for everything available. Improvements give
    an advantage to a certain area. Also, the beginning civilization bonuses give
    an early advantage and a later advantage as well. Even though you may start
    out with a civilization bonus of Infantry - Ranged (range) you can still
    improve that range more with the unit improvement feature. So you start out
    with +2 but then improve twice more at +2 each time so now the range is +6
    whereas your opponent can only upgrade range twice and didn't have the
    starting Infantry - Ranged (range) bonus so can only get to a +4 range.
    However, his civilization started out with a Citizens & Fishing Boats (speed)
    bonus so he can therefore get more resources faster. More resources = faster
    and larger army production. See how that works?
    
    Also, a breakdown on how the bonus system can be applied to units.
    
    Archers - Foot = Long Bow & Crossbow
    Cavalry - Ranged = Chariot Archer & Carabineer
    Cavalry - Spear = Knight
    Cavalry - Sword = Imperial Cuirassier
    Civ - Building, Walls & Towers = defensive bonuses
    Field Cannon & Anti-Tank Guns = Ballista & Culverin
    Infantry - Ranged = Arquebus
    Infantry - Spear = Pike Man
    Infantry - Sword = Long Sword
    Religion - Priests = Priest
    Religion - Prophets = Prophet
    Ships - Battleships & Carriers = Battleship - Renaissance
    Ships - Frigates & Cruisers = Frigate - Renaissance
    Ships - Galleys, Transports & Subs = Galleon - Renaissance & Transport - Bronze
    Siege Weapons & Mobile AA = Heavy Siege Tower & Trebuchet & Heavy Ram & Basilisk
    Economy bonuses are always good as are Citizen bonuses too. 
    
    
    Ancient Greece = Cavalry - Spear (attack, build time, hit points), Citizens &
    Fishing Boats (speed), Civ - Economy (gold, hunting & foraging), Civ -
    General (conversion resistance), Infantry - Spear (attack, hit points,
    speed), Ships - Frigates & Cruisers (attack, range), Siege Weapons & Mobile
    AA (attack, cost, rate of fire)
    
    Assyrian Empire = Archers - Foot (attack, speed), Cavalry - Ranged (hit
    points, range, speed), Cavalry - Sword (attack, hit points), Citizens &
    Fishing Boats (range), Civ - Buildings, Walls & Towers (build time, hit
    points), Civ - Economy (farming, hunting & foraging), Civ - General (pop cap)
    
    Babylon = Archers - Foot (hit points, range speed), Cavalry - Spear (armor,
    hit points, speed), Citizens & Fishing Boats (hit points), Civ - Buildings,
    Walls & Towers (range), Civ - Economy (stone, wood), Infantry - Spear (build
    time, hit points, speed), Religion - Prophets (range, speed)
    
    Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
    Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
    (pop cap), Infantry - Ranged (range, speed), Infantry - Sword (attack, hit
    points, speed), Ships - Battleships & Carriers (attack, build time)
    
    Carthage = Cavalry - Spear (attack, build time, speed), Cavalry - Sword
    (armor, hit points), Citizens & Fishing Boats (cost), Civ - Economy (fishing,
    stone), Civ - General (mountain combat), Infantry - Ranged (armor, cost),
    Ships - Galleys, Transports & Subs (cost, range)
    
    Kingdom of Israel = Archers - Foot (armor, hit points, range), Citizens &
    Fishing Boats (build time), Civ - Economy (fishing, iron), Infantry - Sword
    (hit points, speed), Religion Priests (build time, cost, hit points),
    Religion - Prophets (hit points, range), Ships - Battleships & Carriers
    (attack), Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports &
    Subs (attack)
    
    Austria = Cavalry - Sword (armor, attack ,speed), Citizens & Fishing Boats
    (attack, cost), Civ - Economy (hunting & foraging), Civ - General (conversion
    resistance), Field Cannon & Anti-Tank Guns (armor, build time, hit points)
    Infantry - Spear (attack, hit points, speed)
    
    England = Archers - Foot (range, cost, build time), Cavalry - Ranged (cost),
    Cavalry - Spear (armor), Citizens & Fishing Boats (build time), Civ -
    Buildings, Walls & Towers (cost, range), Civ - Economy (fishing, gold),
    Infantry - Ranged (hit points, range), Ships - Battleships & Carriers
    (attack, build time), Siege Weapons & Mobile AA (hit points, rate of fire)
    
    Franks = Cavalry - Spear (hit points), Cavalry - Sword (armor, cost, hit
    points, speed), Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy
    (gold, wood), Civ - General (conversion resistance), Religion - Prophets
    (cost, range), Siege Weapons & Mobile AA (attack, hit points)
    
    Kingdom of Italy = Cavalry - Ranged (attack, build time), Cavalry - Sword
    (build time), Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (stone), Civ - General
    (mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
    (hit points, range, speed), Ships - Frigates & Cruisers (attack)
    
    Ottoman Empire = Cavalry - Ranged (attack, hit points, range), Citizens &
    Fishing Boats (build time, speed), Civ - Economy (farming, stone), Civ -
    General (pop cap), Field Cannon & Anti-Tank Guns (build time, cost),
    Religion - Priests (cost, hit points)
    
    Spain = Cavalry - Ranged (speed, range), Citizens & Fishing Boats (speed),
    Civ - Buildings, Walls & Towers (range), Civ - Economy (farming, iron), Civ -
    General (mountain combat), Infantry - Ranged (attack, build time, hit
    points), Infantry - Spear (armor, attack, hit points), Religion - Priests
    (hit points, range), Ships - Galleys, Transports & Subs (attack, cost, hit
    points)
    
    France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
    & Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
    Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)
    
    Germany = Citizens & Fishing Boats (cost, hit points), Civ - Economy (stone),
    Ships - Galleys, Transports & Subs (attack, hit points, range)
    
    Great Britain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls &
    Towers (attack, build time, range), Civ - Economy (gold, hunting & foraging),
    Field Cannon & Anti-Tank Guns (attack, hit points, speed), Ships - Frigates &
    Cruisers (build time, hit points, speed)
    
    Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ -
    Economy (farming, stone), Civ - General (conversion resistance), Field Cannon
    & Anti-Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons
    & Mobile AA (attack, hit points, rate of fire)
    
    Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
    Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
    (cost), Siege Weapons & Mobile AA (area damage, range)
    
    United States = Citizens & Fishing Boats (attack, speed), Civ - Buildings,
    Walls & Towers (build time, cost), Civ - Economy (gold, iron), Civ - General
    (pop cap), Ships - Battleships & Carriers (hit points, range)
    
    China = Citizens & Fishing Boats (cost), Civ - Economy (farming), Civ -
    General (pop cap), Field Cannon & Anti-Tank Guns (armor, cost, hit points),
    Ships - Galleys, Transports & Subs (attack)
    
    Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
    Walls & Towers (hit points, range), Civ - Economy (wood), Siege Weapons &
    Mobile AA (hit points, range, rate of fire)
    
    Rebel Forces = Citizens & Fishing Boats (build time, range), Civ - Buildings,
    Walls & Towers (hit points), Civ - Economy (iron), Civ - General (mountain
    combat), Infantry - Ranged (attack, range)
    
    Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
    (pop cap), Infantry - Ranged (armor, speed)
    
    Korea = Civ - Economy (gold), Civ - General (mountain combat), Field Cannon &
    Anti-Tank Guns (build time), Infantry - Ranged (armor, hit points), Siege
    Weapons & Mobile AA (range, rate of fire)
    
    Civilization Specific Powers
    
    For the Renaissance epoch, these civilizations have these powers:
    
    Ancient Greece = Flaming Arrows (III-VII)
    Assyrian Empire = Slavery (I-XV)
    Babylon = Priest Towers (I-XV)
    Byzantine Rome = Insurance (I-XV)
    Carthage = Pathfinding (I-XV)
    Kingdom of Israel = Emissaries (I-XV)
    Austria = Adaptation (III-XV)
    England = Exploration (I-XV)
    Franks = Crusaders (IV-VII)
    Kingdom of Italy = Metallurgy (I-XV)
    Ottoman Empire = Expansionism (I-XV)
    Spain = Conquistadors (VII-IX)
    France = Camouflage (I-XV)
    Russia = Advanced Mining (I-XV)
    China = Just In Time Manufacturing (I-XV)
    Rebel Forces = Cloaking (I-XV)
    Korea = Fanaticism (I-XV) 
    
    
    -------------------------------------------------------------------------------
    VV     VV IIIII IIIII IIIII |
    VV     VV  III   III   III  |
     VV   VV   III   III   III  | 2VIII Imperial
      VV VV    III   III   III  |
       VVV    IIIII IIIII IIIII |
    -------------------------------------------------------------------------------
    
    Analysis
    
    This is the last epoch of the Stable. The Infantry - Ranged (guns) have
    replaced the archer. The Archery Range is no longer able to produce any units
    (so if you have an Archery Range lying around, delete it and use the space
    for something else). The strategy is still about the same as it has been
    since the Bronze Epoch (IV) only now instead of Archers, you have ranged
    infantry (primitive guns). This is the last epoch of the Stable (cavalry) so
    enjoy it while it lasts. As far as Civilization Specific Powers, Ancient
    Greece no longer has the Flaming Arrow ability and the Franks no longer have
    the Crusaders ability. Combos are now ranged infantry protecting siege or
    field cannon so Sharpshooters and/or Musketeers protecting Basilisk,
    Culverin, and/or Bombard cannons. On the water, same old Frigate and
    Battleship combo.
    
    Economy
    
    Food and wood are the big necessities in this epoch. Food is limited only by
    farms. Wood is needed for boats, farming, and buildings. Gold is needed as
    well. Iron is becoming more necessary (guns & cannons) but gold is still
    preferable. And stone is still mainly for defense and some buildings.
    
    Remember too, more options means you need more resources.
    
    Unit resource breakdowns:
    
    Basilisk = iron & wood
    Battleship - Imperial = gold & wood
    Bombard = iron & wood
    Canine Scout = food
    Carabineer = food & gold
    Citizen = food
    Culverin = iron & wood
    Elite Guard = food & iron
    Fishing Boat - Imperial = wood
    Frigate - Imperial = iron & wood
    Galleon - Imperial = iron & wood
    Gunboat Cruiser = gold & wood
    Halberdier = food & iron
    Hand Cannoneer = food & gold
    Imperial Cuirassier = food & gold
    Medic - Imperial = food & gold
    Musketeer = food & iron
    Priest = food & gold
    Prophet = food & gold
    Sharpshooter = food & gold
    Transport - Imperial = wood
    
    Building resource breakdowns
    
    Barracks = wood
    Dock = wood
    Farm = wood
    Fortress = wood
    Granary = wood
    Hospital = stone & wood
    House = stone & wood
    Settlement = wood
    Siege Factory = wood
    Stable = wood
    Temple = stone & wood
    Tower = stone
    University = stone & wood
    Wall/Gate = stone
    
    Wonders can also be built (see here for description)
    
    Coliseum = gold & stone & wood
    Ishtar Gates = iron & stone & wood
    Library of Alexandria = gold & stone & wood
    Pharos Lighthouse = iron & stone & wood
    Temple of Zeus = iron & stone & wood
    Tower of Babylon = gold & stone & wood 
    
    To start out, you'll need a couple Citizens which you should start out with.
    Next objective is to build a Settlement Town Center then Capitol as needed.
    To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
    the Settlement. After 10 Citizens populate a Town Center it becomes a
    Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
    or a Capitol (but not a Settlement) you can produce more Citizens or even the
    Canine Scout which can go through trees and makes a decent unit to "see what
    the Joneses are up to". Got to keep up with those Joneses you know.
    
    Also, try to keep a Settlement, Town Center or Capitol near resources so that
    the resources are gathered faster. Don't make the citizens have to walk too
    far.
    
    Next is the house. The house makes your units stronger and more durable
    within range of the house. Houses help improve your defenses. Town Centers
    and Capitols also provide defensive bonuses as well.
    
    There are two upgrades in this epoch. The first is Land Conservation which
    increases hunting and foraging ability. The second is Forestry which improves
    your wood gathering/cutting.
    
    Towers, Walls & Gates (defense)
    
    
    
    *** After you get your economy going with food and wood
    production/collection, you'll want to start thinking about your defensive and
    military options. For defense, you need to make a choice between weaker
    wooden palisades, which are easier to make but not as durable, or the more
    durable stone variety. Unless tapped for stone, I recommend the stone
    defenses. In a pinch though use the wooden palisades. Remember also that wood
    burns and there is the Prophet's Fire Storm. The ability to create a gate
    from 5 inline walls exists. Walls should be used to slow down the enemy and
    are fairly quick and inexpensive to build. Walls can't fight back like Towers
    can but do serve well to slow down an enemy from getting to a place you don't
    want them to be. Also take note, trees and other obstacles make great
    boundaries for your village, town, and eventual (hopefully) prosperous city.
    Also note that Carthage's Pathfinding* ability negates this boundary strategy
    in The Art of Conquest Expansion. If epoching up from the Renaissance Epoch
    (VII) then the Imperial Walls, Gates & Towers will be an upgrade available at
    the Town Center or Capitol.
    
    Priests/Prophets
    
    In all epochs, the Priests and Prophets are made at the Temple. The safeguard
    against Priests is the University. Units within range of a University can not
    be converted by Priests. Prophets can not do their 'voodoo' around a temple
    so there is protection against Prophets if you plan out making Temples for
    protection. Priests work well as defense now since the Universities your
    opponent probably has up cancel out any attack abilities. They are nice as
    defense though because the enemy comes into your camp and you get new units
    (even over your Pop Cap). The Prophet is still as useful as ever. Launch some
    of those 'voodoo' whoodoos when the opportunity arises then go back and
    recharge afterwards.
    
    There are three upgrades available in the Imperial Epoch. The first is
    Occultism which increases the Prophet's hit points. The second is Reformation
    which increases the Priest's range. And the last is Missionaries which is a
    must have since it allows Priests to convert enemy buildings.
    
    Military
    
    Heroes
    
    Oliver Cromwell is the Warrior Hero. Elizabeth I (Elizabeth the First) is the
    Strategist Hero. See chapter XI in the Empire Earth manual for more
    information on heroes.
    
    Barracks
    
    The Barracks units are becoming more diversified in this epoch. The first is
    the only short range unit, the Halberdier. The next is the Musketeer (and
    no, they don't produce in threes but they do use a MUSKET, not a sword). Next
    would be the Sharpshooter which is a sniper unit (one shot = 1 kill against
    infantry units). Another unit is the Hand Cannoneer. Next is the Elite Guard
    (yet another ranged infantry unit). And finally, the useful Medic which heals
    units on the go instead of units having to go to the Hospital all the time
    (room service). Also, if you noticed a large poster that shipped with the
    game, there is a unit relationship chart included. Learn the unit
    relationships for better gameplay. In this epoch, things change a bit from
    the previous Bronze Epoch type setup. It is a good idea to build several of
    each type to be prepared for any attack. You need to make the decision though
    of which road to take. Also, don't forget the improvements to hit points,
    speed, range and such. Improved units usually slaughter unimproved units.
    Improvements and upgrades give the advantage. If coming from the Renaissance
    Epoch (VIII) then you will need to upgrade the Arquebus to the Musketeer and
    the Pike Man to the Halberdier.
    
    Dock
    
    Note that in The Art of Conquest Expansion, you need to be using a water map
    and not a space map to use the water. Running low on food? Try building a few
    Fishing Boats to pick up some extra food. Do you want to storm the beaches of
    another island? Try building some Transports to carry your land troops across
    the water. Next you have a full range of ships available to build but like
    other units, there are unit relationships where one unit has an advantage
    against another while having a weakness against another. The Battleship
    really shines out of all the ships to be built but does have a weakness
    against the Galleon. Frigates have an advantage against Galleys but are weak
    against Battleships. A new unit is the Gunboat Cruiser. Battleships will
    usually be the main unit of your navy though because they are pretty durable
    but are also a bit expensive. If coming from the Renaissance Epoch (VII) then
    these units need to be upgraded. Frigate - Renaissance to Frigate -
    Imperial, Battleship - Renaissance to Battleship - Imperial, Galleon -
    Renaissance to Galleon - Imperial.
    
    Siege Factory
    
    The first unit is the Culverin. The next is the Basilisk. And finally the
    Bombard. The Culverin is really an artillery piece (for attacking infantry).
    The Basilisk is a wall crusher. And the Bombard is another wall crusher. It
    is open to your style of play as to how you wish to attack your opponent's
    defenses. Siege weapons are to take out or bypass enemy defenses. A common
    tactic is to combine these units with ranged infantry so the ranged infantry
    provide protection for the fragile but very damaging cannons.
    
    Stable
    
    The Stable is on its last legs now. This is its last epoch. The first is the
    Imperial Cuirassier. The last is the Carabineer. Not very much to work with
    but come next epoch there will be none available to be made so all leftover
    cavalry in epoch IX become war surplus (but valuable war surplus none the
    less for a short time until epoch X).
    
    Support Buildings
    
    Fortress
    
    Ever think about getting a bunch of units ahead so that you don't have to
    wait around to build units after an enemy starts invading the crap out of you
    non stop? With Fortresses, you can stockpile pre-built armies so that you can
    in essence build over your Pop Cap. All units stored inside a Fortress do not
    count against your Pop Cap so you can then build more units. If you are at or
    over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
    day. As your outside units start getting slaughtered, just pull units out of
    the Fortress(es). Instant pre-built reserves. You need to protect these
    structures though, because if they are destroyed while you are at your Pop
    Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
    are automatically jettisoned from the building on a last in - first out
    basis).
    
    Granary
    
     Granaries are needed to make farms. If placed well, one Granary can plant
    the seeds for 8 farms all around it. There is also an option on the Granary
    to replant farms should any be destroyed. Farms have PILES of food and can
    also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
    populate a Granary, the size of the Granary increases. Each Citizen
    populating a Granary (up to 8) helps to increase food production.
    
    Hospital
    
    Hospitals help heal your units when they get hurt in battle. Within a certain
    range of a Hospital, units start healing (shown with a green dot graphic).
    You should probably place a Hospital just behind the lines so that it doesn't
    get destroyed but also so that it is easier to get to for your hurt units.
    
    There are two upgrades at the Hospital in this epoch. The first is
    Orthopedics which increases Citizen speed. The second is Chemical Drugs which
    adds 5 to your Pop Cap.
    
    University
    
    The University is for advanced research projects.
    
    There are three upgrades at the University. The first is Strengthened
    Concrete which increases your building hit points. The second is Scientific
    Method which increases the University's range. The last is Dry Dock which
    increases the Dock's repair rate (ships heal faster).
    
    Civilizations and their bonuses (bonuses vary between different
    versions/updates)
    
    Note: How to determine which bonuses are right for you? Look at how you plan
    to play the battle. If you plan on walling yourself in then the Civ - Economy
    (stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
    If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
    Economy (gold) bonuses are the way to go. Each civilization has its
    advantages and disadvantages throughout each epoch and each map type. Island
    maps will require ships and ships require wood, gold, and iron so not only
    the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
    There is no perfect civilization and even picking a civilization that may
    seem 'handicapped' usually does not decide a game's fate same as picking a
    seemingly advantaged civilization does not decide either, but it can help if
    facing a similar opponent and any edge you can get over some one else is a
    good thing I feel. The nice part of Empire Earth is that the game structure
    allows for miscalculations without any severe penalties. The other player's
    Ships may have better range but yours are faster so the range advantage is
    not very useful now because with the speed, the shots now miss most of the
    time. There is always a counter for everything available. Improvements give
    an advantage to a certain area. Also, the beginning civilization bonuses give
    an early advantage and a later advantage as well. Even though you may start
    out with a civilization bonus of Infantry - Ranged (range) you can still
    improve that range more with the unit improvement feature. So you start out
    with +2 but then improve twice more at +2 each time so now the range is +6
    whereas your opponent can only upgrade range twice and didn't have the
    starting Infantry - Ranged (range) bonus so can only get to a +4 range.
    However, his civilization started out with a Citizens & Fishing Boats (speed)
    bonus so he can therefore get more resources faster. More resources = faster
    and larger army production. See how that works?
    
    Also, a breakdown on how the bonus system can be applied to units.
    
    Cavalry - Ranged = Carabineer
    Cavalry - Sword = Imperial Cuirassier
    Civ - Building, Walls & Towers = defensive bonuses
    Field Cannon & Anti-Tank Guns = Culverin
    Infantry - Ranged = Musketeer & Sharpshooter & Hand Cannoneer & Elite Guard
    Infantry - Spear = Halberdier
    Religion - Priests = Priest & Medic - Imperial
    Religion - Prophets = Prophet
    Ships - Battleships & Carriers = Battleship - Imperial
    Ships - Frigates & Cruisers = Frigate - Imperial & Gunboat Cruiser
    Ships - Galleys, Transports & Subs = Galley - Imperial & Transport - Imperial
    Siege Weapons & Mobile AA = Basilisk & Bombard
    Economy bonuses are always good as are Citizen bonuses too. 
    
    Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
    hunting & foraging), Civ - General (conversion resistance), Infantry - Spear
    (attack, hit points, speed), Ships - Frigates & Cruisers (attack, range),
    Siege Weapons & Mobile AA (attack, cost, rate of fire)
    
    Assyrian Empire = Cavalry - Ranged (hit points, range, speed), Cavalry -
    Sword (attack, hit points), Citizens & Fishing Boats (range), Civ -
    Buildings, Walls & Towers (build time, hit points), Civ - Economy (farming,
    hunting & foraging), Civ - General (pop cap)
    
    Babylon = Citizens & Fishing Boats (hit points), Civ - Buildings, Walls &
    Towers (range), Civ - Economy (stone, wood), Infantry - Spear (build time,
    hit points, speed), Religion - Prophets (range, speed)
    
    Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
    Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
    (pop cap), Infantry - Ranged (range, speed), Ships - Battleships & Carriers
    (attack, build time)
    
    Carthage = Cavalry - Sword (armor, hit points), Citizens & Fishing Boats
    (cost), Civ - Economy (fishing, stone), Civ - General (mountain combat),
    Infantry - Ranged (armor, cost), Ships - Galleys, Transports & Subs (cost,
    range)
    
    Kingdom of Israel = Citizens & Fishing Boats (build time), Civ - Economy
    (fishing, iron), Religion Priests (build time, cost, hit points), Religion -
    Prophets (hit points, range), Ships - Battleships & Carriers (attack),
    Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports & Subs
    (attack)
    
    Austria = Cavalry - Sword (armor, attack ,speed), Citizens & Fishing Boats
    (attack, cost), Civ - Economy (hunting & foraging), Civ - General (conversion
    resistance), Field Cannon & Anti-Tank Guns (armor, build time, hit points)
    Infantry - Spear (attack, hit points, speed)
    
    England = Cavalry - Ranged (cost), Citizens & Fishing Boats (build time),
    Civ - Buildings, Walls & Towers (cost, range), Civ - Economy (fishing, gold),
    Infantry - Ranged (hit points, range), Ships - Battleships & Carriers
    (attack, build time), Siege Weapons & Mobile AA (hit points, rate of fire)
    
    Franks = Cavalry - Sword (armor, cost, hit points, speed), Civ - Buildings,
    Walls & Towers (attack, cost), Civ - Economy (gold, wood), Civ - General
    (conversion resistance), Religion - Prophets (cost, range), Siege Weapons &
    Mobile AA (attack, hit points)
    
    Kingdom of Italy = Cavalry - Ranged (attack, build time), Cavalry - Sword
    (build time), Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (stone), Civ - General
    (mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
    (hit points, range, speed), Ships - Frigates & Cruisers (attack)
    
    Ottoman Empire = Cavalry - Ranged (attack, hit points, range), Citizens &
    Fishing Boats (build time, speed), Civ - Economy (farming, stone), Civ -
    General (pop cap), Field Cannon & Anti-Tank Guns (build time, cost),
    Religion - Priests (cost, hit points)
    
    Spain = Cavalry - Ranged (speed, range), Citizens & Fishing Boats (speed),
    Civ - Buildings, Walls & Towers (range), Civ - Economy (farming, iron), Civ -
    General (mountain combat), Infantry - Ranged (attack, build time, hit
    points), Infantry - Spear (armor, attack, hit points), Religion - Priests
    (hit points, range), Ships - Galleys, Transports & Subs (attack, cost, hit
    points)
    
    France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
    & Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
    Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)
    
    Germany = Citizens & Fishing Boats (cost, hit points), Civ - Economy (stone),
    Ships - Galleys, Transports & Subs (attack, hit points, range)
    
    Great Britain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls &
    Towers (attack, build time, range), Civ - Economy (gold, hunting & foraging),
    Field Cannon & Anti-Tank Guns (attack, hit points, speed), Ships - Frigates &
    Cruisers (build time, hit points, speed)
    
    Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ -
    Economy (farming, stone), Civ - General (conversion resistance), Field Cannon
    & Anti-Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons
    & Mobile AA (attack, hit points, rate of fire)
    
    Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
    Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
    (cost), Siege Weapons & Mobile AA (area damage, range)
    
    United States = Citizens & Fishing Boats (attack, speed), Civ - Buildings,
    Walls & Towers (build time, cost), Civ - Economy (gold, iron), Civ - General
    (pop cap), Ships - Battleships & Carriers (hit points, range)
    
    China = Citizens & Fishing Boats (cost), Civ - Economy (farming), Civ -
    General (pop cap), Field Cannon & Anti-Tank Guns (armor, cost, hit points),
    Ships - Galleys, Transports & Subs (attack)
    
    Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
    Walls & Towers (hit points, range), Civ - Economy (wood), Siege Weapons &
    Mobile AA (hit points, range, rate of fire)
    
    Rebel Forces = Citizens & Fishing Boats (build time, range), Civ - Buildings,
    Walls & Towers (hit points), Civ - Economy (iron), Civ - General (mountain
    combat), Infantry - Ranged (attack, range)
    
    Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
    (pop cap), Infantry - Ranged (armor, speed)
    
    Korea = Civ - Economy (gold), Civ - General (mountain combat), Field Cannon &
    Anti-Tank Guns (build time), Infantry - Ranged (armor, hit points), Siege
    Weapons & Mobile AA (range, rate of fire)
    
    
    -------------------------------------------------------------------------------
    IIIII XX    XX              |
     III   XX  XX               | 
     III    XXXX                | 2IX Industrial
     III   XX  XX               |
    IIIII XX    XX              |
    -------------------------------------------------------------------------------
    
    Analysis
    
    There is no longer any Stable units nor any Archery units that can be
    produced. Don't delete the units themselves (if you have any left) but feel
    free to delete the buildings since they now only take up space you could use
    for other things. This epoch is a type of 'transitional' epoch which
    introduces you to the type of gameplay that lies just ahead in the next
    epoch. This is a simpler epoch in that there are fewer unit types than have
    been available previously since the Bronze Epoch. The units are more powerful
    though and you can consider this a type of 'training' epoch for what is soon
    to come. For Civilization Specific Powers, Germany gains the Bundeswehr
    ability, while this is the last epoch for Spain's Conquistadors. Combos are
    now ranged infantry protecting siege or field cannon so Sharpshooters and/or
    Grenadiers protecting Bronze Cannon, Serpentine, and/or Bombard cannons. On
    the water, same old Frigate and Battleship combo.
    
    Economy
    
    Food and wood are the big necessities in this epoch. Food is limited only by
    farms. Wood is needed for boats, farming, and buildings. Gold is needed as
    well. Iron is becoming more necessary (guns & cannons) but gold is still
    preferable. And stone is still mainly for defense and some buildings.
    
    Remember too, more options means you need more resources.
    
    Unit resource breakdowns:
    
    Battleship - Royal = gold & wood
    Bombard = iron & wood
    Bronze Cannon = iron & wood
    Canine Scout = food
    Citizen = food
    Elite Guard = food & iron
    Fishing Boat - Imperial = wood
    Frigate - Royal = iron & wood
    Galleon - Royal = iron & wood
    Grenadier = food & iron
    Gunboat Cruiser = gold & wood
    Halberdier = food & iron
    Hand Cannoneer = food & gold
    Hot Air Balloon = gold & wood
    Medic - Imperial = food & gold
    Partisan = food & iron
    Priest = food & gold
    Prophet = food & gold
    Serpentine = iron & wood
    Sharpshooter = food & gold
    Transport - Imperial = wood
    
    Building resource breakdowns
    
    Barracks = wood
    Dock = wood
    Farm = wood
    Fortress = wood
    Granary = wood
    Hospital = stone & wood
    House = stone & wood
    Settlement = wood
    Siege Factory = wood
    Temple = stone & wood
    Tower = stone
    University = stone & wood
    Wall/Gate = stone
    
    Wonders can also be built (see here for description)
    
    Coliseum = gold & stone & wood
    Ishtar Gates = iron & stone & wood
    Library of Alexandria = gold & stone & wood
    Pharos Lighthouse = iron & stone & wood
    Temple of Zeus = iron & stone & wood
    Tower of Babylon = gold & stone & wood 
    
    To start out, you'll need a couple Citizens which you should start out with.
    Next objective is to build a Settlement Town Center then Capitol as needed.
    To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
    the Settlement. After 10 Citizens populate a Town Center it becomes a
    Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
    or a Capitol (but not a Settlement) you can produce more Citizens or even the
    Canine Scout which can go through trees and makes a decent unit to "see what
    the Joneses are up to". Got to keep up with those Joneses you know.
    
    Also, try to keep a Settlement, Town Center or Capitol near resources so that
    the resources are gathered faster. Don't make the citizens have to walk too
    far.
    
    In this epoch starts something that may be confusing to some. The Hot Air
    Balloon is not only the first air unit but is also built at the Town Center
    and Capitol. The icon for this is which looks the same as an upgrade icon. It
    is a unit though and not an upgrade. It is located at the right side AFTER
    the upgrades. The Hot Air Balloon is a great asset for scouting. Only a
    couple units can attack it (Partisan on land and Gunboat Cruiser at sea). It
    helps to provide a line of sight for artillery pieces and other long range
    units as well as a scout unit.
    
    Next is the house. The house makes your units stronger and more durable
    within range of the house. Houses help improve your defenses. Town Centers
    and Capitols also provide defensive bonuses as well.
    
    There are two upgrades in this epoch. The first is Steam Engine which
    increases gold production. The second is Mining Explosives which increases
    iron production.
    
    Towers, Walls & Gates (defense)
    
    
    
    *** After you get your economy going with food and wood
    production/collection, you'll want to start thinking about your defensive and
    military options. For defense, you need to make a choice between weaker
    wooden palisades, which are easier to make but not as durable, or the more
    durable stone variety. Unless tapped for stone, I recommend the stone
    defenses. In a pinch though use the wooden palisades. Remember also that wood
    burns and there is the Prophet's Fire Storm. The ability to create a gate
    from 5 inline walls exists. Walls should be used to slow down the enemy and
    are fairly quick and inexpensive to build. Walls can't fight back like Towers
    can but do serve well to slow down an enemy from getting to a place you don't
    want them to be. Also take note, trees and other obstacles make great
    boundaries for your village, town, and eventual (hopefully) prosperous city.
    Also note that Carthage's Pathfinding* ability negates this boundary strategy
    in The Art of Conquest Expansion.
    
    Priests/Prophets
    
    In all epochs, the Priests and Prophets are made at the Temple. The safeguard
    against Priests is the University. Units within range of a University can not
    be converted by Priests. Prophets can not do their 'voodoo' around a temple
    so there is protection against Prophets if you plan out making Temples for
    protection. Priests work well as defense now since the Universities your
    opponent probably has up cancel out any attack abilities. They are nice as
    defense though because the enemy comes into your camp and you get new units
    (even over your Pop Cap). The Prophet is still as useful as ever. Launch some
    of those 'voodoo' whoodoos when the opportunity arises then go back and
    recharge afterwards.
    
    There are two upgrades available in the Imperial Epoch. The first is Sunday
    School which increases the Temple's range. The second is Religious Tolerance
    which increases the Priest's hit points.
    
    Military
    
    Heroes
    
    Napoleon Bonaparte is the Warrior Hero. Otto von Bismarck is the Strategist
    Hero. See chapter XI in the Empire Earth manual for more information on
    heroes.
    
    Barracks
    
    The first Barracks unit is the only short range unit, the Halberdier. The
    next is the Grenadier. Next would be the Sharpshooter which is a sniper unit
    (one shot = 1 kill against infantry units). Another unit is the Hand
    Cannoneer. Next is the Elite Guard (yet another ranged infantry unit). Next
    comes the air defense (for shooting down balloons) Partisan. And finally,
    the useful Medic which heals units on the go instead of units having to go to
    the Hospital all the time (room service). Also, if you noticed a large poster
    that shipped with the game, there is a unit relationship chart included.
    Learn the unit relationships for better gameplay. In this epoch, things
    change a bit from the previous Bronze Epoch type setup. It is a good idea to
    build several of each type to be prepared for any attack. You need to make
    the decision though of which road to take. Also, don't forget the
    improvements to hit points, speed, range and such. Improved units usually
    slaughter unimproved units. Improvements and upgrades give the advantage. If
    coming from the Imperial Epoch (VIII) then you will need to upgrade the
    Musketeer to the Grenadier.
    
    Dock
    
    Note that in The Art of Conquest Expansion, you need to be using a water map
    and not a space map to use the water. Running low on food? Try building a few
    Fishing Boats to pick up some extra food. Do you want to storm the beaches of
    another island? Try building some Transports to carry your land troops across
    the water. Next you have a full range of ships available to build but like
    other units, there are unit relationships where one unit has an advantage
    against another while having a weakness against another. The Battleship
    really shines out of all the ships to be built but does have a weakness
    against the Galleon. Frigates have an advantage against Galleons but are
    weak against Battleships. A new unit is the Gunboat Cruiser which can attack
    air units such as the balloon. Battleships will usually be the main unit of
    your navy though because they are pretty durable but are also a bit
    expensive. If coming from the Imperial Epoch (VIII) then these units need to
    be upgraded. Frigate - Imperial to Frigate - Royal, Battleship - Imperial to
    Battleship - Royal, Galleon - Imperial to Galleon - Royal.
    
    Siege Factory
    
    The first unit is the Bronze Cannon. The next is the Serpentine. And
    finally the Bombard. The Bronze Cannon is really an artillery piece (for
    attacking infantry). The Serpentine is a wall crusher. And the Bombard is
    another wall crusher. It is open to your style of play as to how you wish to
    attack your opponent's defenses. Siege weapons are to take out or bypass
    enemy defenses. A common tactic is to combine these units with ranged
    infantry so the ranged infantry provide protection for the fragile but very
    damaging cannons. If coming from the Imperial Epoch (VIII) then you will need
    to upgrade the Culverin to the Bronze Cannon and the Basilisk to the
    Serpentine.
    
    Support Buildings
    
    Fortress
    
    Ever think about getting a bunch of units ahead so that you don't have to
    wait around to build units after an enemy starts invading the crap out of you
    non stop? With Fortresses, you can stockpile pre-built armies so that you can
    in essence build over your Pop Cap. All units stored inside a Fortress do not
    count against your Pop Cap so you can then build more units. If you are at or
    over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
    day. As your outside units start getting slaughtered, just pull units out of
    the Fortress(es). Instant pre-built reserves. You need to protect these
    structures though, because if they are destroyed while you are at your Pop
    Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
    are automatically jettisoned from the building on a last in - first out
    basis).
    
    Granary
    
     Granaries are needed to make farms. If placed well, one Granary can plant
    the seeds for 8 farms all around it. There is also an option on the Granary
    to replant farms should any be destroyed. Farms have PILES of food and can
    also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
    populate a Granary, the size of the Granary increases. Each Citizen
    populating a Granary (up to 8) helps to increase food production.
    
    The Granary has an upgrade, Enclosure , which increases farming.
    
    Hospital
    
    Hospitals help heal your units when they get hurt in battle. Within a certain
    range of a Hospital, units start healing (shown with a green dot graphic).
    You should probably place a Hospital just behind the lines so that it doesn't
    get destroyed but also so that it is easier to get to for your hurt units.
    
    There are two upgrades at the Hospital in this epoch. The first is
    Pasteurization which increases the Citizen and Canine Scout hit points and
    the Citizen attack. The other is Anesthesia which increases the Hospital's
    heal rate and heal range.
    
    University
    
    The University is for advanced research projects.
    
    There is only one upgrade at the University this epoch. Gas Lamp increases
    building Line of Sight.
    
    Civilizations and their bonuses (bonuses vary between different
    versions/updates)
    
    Note: How to determine which bonuses are right for you? Look at how you plan
    to play the battle. If you plan on walling yourself in then the Civ - Economy
    (stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
    If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
    Economy (gold) bonuses are the way to go. Each civilization has its
    advantages and disadvantages throughout each epoch and each map type. Island
    maps will require ships and ships require wood, gold, and iron so not only
    the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
    There is no perfect civilization and even picking a civilization that may
    seem 'handicapped' usually does not decide a game's fate same as picking a
    seemingly advantaged civilization does not decide either, but it can help if
    facing a similar opponent and any edge you can get over some one else is a
    good thing I feel. The nice part of Empire Earth is that the game structure
    allows for miscalculations without any severe penalties. The other player's
    Ships may have better range but yours are faster so the range advantage is
    not very useful now because with the speed, the shots now miss most of the
    time. There is always a counter for everything available. Improvements give
    an advantage to a certain area. Also, the beginning civilization bonuses give
    an early advantage and a later advantage as well. Even though you may start
    out with a civilization bonus of Infantry - Ranged (range) you can still
    improve that range more with the unit improvement feature. So you start out
    with +2 but then improve twice more at +2 each time so now the range is +6
    whereas your opponent can only upgrade range twice and didn't have the
    starting Infantry - Ranged (range) bonus so can only get to a +4 range.
    However, his civilization started out with a Citizens & Fishing Boats (speed)
    bonus so he can therefore get more resources faster. More resources = faster
    and larger army production. See how that works?
    
    Also, a breakdown on how the bonus system can be applied to units.
    
    Civ - Building, Walls & Towers = defensive bonuses
    Field Cannon & Anti-Tank Guns = Bronze Cannon
    Infantry - Ranged = Grenadier & Sharpshooter & Hand Cannoneer & Elite Guard &
    Partisan
    Infantry - Spear = Halberdier
    Religion - Priests = Priest & Medic - Imperial
    Religion - Prophets = Prophet
    Ships - Battleships & Carriers = Battleship - Royal
    Ships - Frigates & Cruisers = Frigate - Royal & Gunboat Cruiser
    Ships - Galleys, Transports & Subs = Galley - Royal & Transport - Imperial
    Siege Weapons & Mobile AA = Serpentine & Bombard
    Economy bonuses are always good as are Citizen bonuses too.
    
    Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
    hunting & foraging), Civ - General (conversion resistance), Infantry - Spear
    (attack, hit points, speed), Ships - Frigates & Cruisers (attack, range),
    Siege Weapons & Mobile AA (attack, cost, rate of fire)
    
    Assyrian Empire = Citizens & Fishing Boats (range), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (farming, hunting & foraging),
    Civ - General (pop cap)
    
    Babylon = Citizens & Fishing Boats (hit points), Civ - Buildings, Walls &
    Towers (range), Civ - Economy (stone, wood), Infantry - Spear (build time,
    hit points, speed), Religion - Prophets (range, speed)
    
    Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
    Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
    (pop cap), Infantry - Ranged (range, speed), Ships - Battleships & Carriers
    (attack, build time)
    
    Carthage = Citizens & Fishing Boats (cost), Civ - Economy (fishing, stone),
    Civ - General (mountain combat), Infantry - Ranged (armor, cost), Ships -
    Galleys, Transports & Subs (cost, range)
    
    Kingdom of Israel = Citizens & Fishing Boats (build time), Civ - Economy
    (fishing, iron), Religion Priests (build time, cost, hit points), Religion -
    Prophets (hit points, range), Ships - Battleships & Carriers (attack),
    Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports & Subs
    (attack)
    
    Austria = Citizens & Fishing Boats (attack, cost), Civ - Economy (hunting &
    foraging), Civ - General (conversion resistance), Field Cannon & Anti-Tank
    Guns (armor, build time, hit points), Infantry - Spear (attack, hit points,
    speed)
    
    England = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (cost, range), Civ - Economy (fishing, gold), Infantry - Ranged (hit
    points, range), Ships - Battleships & Carriers (attack, build time), Siege
    Weapons & Mobile AA (hit points, rate of fire)
    
    Franks = Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy (gold,
    wood), Civ - General (conversion resistance), Religion - Prophets (cost,
    range), Siege Weapons & Mobile AA (attack, hit points)
    
    Kingdom of Italy = Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (stone), Civ - General
    (mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
    (hit points, range, speed), Ships - Frigates & Cruisers (attack)
    
    Ottoman Empire = Citizens & Fishing Boats (build time, speed), Civ - Economy
    (farming, stone), Civ - General (pop cap), Field Cannon & Anti-Tank Guns
    (build time, cost), Religion - Priests (cost, hit points)
    
    Spain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers
    (range), Civ - Economy (farming, iron), Civ - General (mountain combat),
    Infantry - Ranged (attack, build time, hit points), Infantry - Spear (armor,
    attack, hit points), Religion - Priests (hit points, range), Ships - Galleys,
    Transports & Subs (attack, cost, hit points)
    
    France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
    & Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
    Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)
    
    Germany = Citizens & Fishing Boats (cost, hit points), Civ - Economy (stone),
    Ships - Galleys, Transports & Subs (attack, hit points, range)
    
    Great Britain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls &
    Towers (attack, build time, range), Civ - Economy (gold, hunting & foraging),
    Field Cannon & Anti-Tank Guns (attack, hit points, speed), Ships - Frigates &
    Cruisers (build time, hit points, speed)
    
    Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ -
    Economy (farming, stone), Civ - General (conversion resistance), Field Cannon
    & Anti-Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons
    & Mobile AA (attack, hit points, rate of fire)
    
    Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
    Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
    (cost), Siege Weapons & Mobile AA (area damage, range)
    
    United States = Citizens & Fishing Boats (attack, speed), Civ - Buildings,
    Walls & Towers (build time, cost), Civ - Economy (gold, iron), Civ - General
    (pop cap), Ships - Battleships & Carriers (hit points, range) China =
    Citizens & Fishing Boats (cost), Civ - Economy (farming), Civ - General (pop
    cap), Field Cannon & Anti-Tank Guns (armor, cost, hit points), Ships -
    Galleys, Transports & Subs (attack)
    
    Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
    Walls & Towers (hit points, range), Civ - Economy (wood), Siege Weapons &
    Mobile AA (hit points, range, rate of fire)
    
    Rebel Forces = Citizens & Fishing Boats (build time, range), Civ - Buildings,
    Walls & Towers (hit points), Civ - Economy (iron), Civ - General (mountain
    combat), Infantry - Ranged (attack, range)
    
    Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
    (pop cap), Infantry - Ranged (armor, speed)
    
    Korea = Civ - Economy (gold), Civ - General (mountain combat), Field Cannon &
    Anti-Tank Guns (build time), Infantry - Ranged (armor, hit points), Siege
    Weapons & Mobile AA (range, rate of fire)
    
    Civilization Specific Powers
    
    For the Industrial epoch, these civilizations have these powers:
    
    Assyrian Empire = Slavery (I-XV)
    Babylon = Priest Towers (I-XV)
    Byzantine Rome = Insurance (I-XV)
    Carthage = Pathfinding (I-XV)
    Kingdom of Israel = Emissaries (I-XV)
    Austria = Adaptation (III-XV)
    England = Exploration (I-XV)
    Kingdom of Italy = Metallurgy (I-XV)
    Ottoman Empire = Expansionism (I-XV)
    Spain = Conquistadors (VII-IX)
    France = Camouflage (I-XV)
    Germany = Bundeswehr (IX-XII)
    Russia = Advanced Mining (I-XV)
    China = Just In Time Manufacturing (I-XV)
    Rebel Forces = Cloaking (I-XV)
    Korea = Fanaticism (I-XV) 
    
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      XXXX                      | 2X Atomic - WWI Epoch
     XX  XX                     |
    XX    XX                    |
    -------------------------------------------------------------------------------
    
    
    Analysis
    
    The modern era of warfare begins. Planes, Tanks, Submarines, and newer units
    as well. Warfare has become very devastating and more complicated than
    before. There are 3 fronts of land, sea, and air now to contend with. Each
    front has its own challenges as well. With this new era also comes more
    dependence on iron. Units also become more specialized with units for
    attacking specific types of targets (gameplay-wise at least). Air fighters
    are for attacking air targets while fighter/bombers attack air and ground
    while bombers attack only ground. The United States gains the Market building
    and power, and Great Britain gains the SAS Commando unit. In the air, get
    used to the fighter and bomber combo. In the water, Battleships with U-Boat
    Subs and Dardo Cruisers start becoming a common sight. On the ground,
    Observation Balloons as spotters for artillery and some ranged infantry
    units. Tanks now provide support for artillery and the Flak Halftrak for
    defense against air attacks.
    
    Economy
    
    Food and wood are the big necessities in this epoch. Food is limited only by
    farms. Wood is needed for boats, farming, and buildings. Gold is needed as
    well. Iron is now more necessary (guns & cannons & planes) and is about as
    needed as gold. With air warfare, walls and towers are becoming much less
    important but can still be helpful on many maps. With the advent of artillery
    that can fire over walls though, the wall security of yesteryear is not as
    good.
    
    Remember too, more options means you need more resources.
    
    Unit resource breakdowns:
    
    57mm AT Gun = gold & wood
    A7V Tank = food & iron
    Artillery = iron & wood
    Battleship - Dreadnought = gold & wood
    Canine Scout = food
    Citizen = food
    Cruiser - Dardo = gold & wood
    Doughboy = food & iron
    Fishing Boat - Imperial = wood
    Flak Halftrak = food & iron
    Fokker Fighter/Bomber = gold & iron
    Frigate - Good Hope = iron & wood
    Gotha Bomber = gold & iron
    Grenade Launcher = food & gold
    Howitzer Cannon = iron & wood
    Machine Gun = food & iron
    Medic - Atomic = food & gold
    MKV Tank = food & iron
    Observation Balloon = gold & wood
    Partisan = food & iron
    Priest = food & gold
    Prophet = food & gold
    Sniper = food & gold
    Sopwith Fighter = gold & iron
    Transport - Atomic = wood
    Trench Mortar = food & gold
    U-Boat = iron & wood
    
    Building resource breakdowns
    
    88mm AA Gun = gold & wood
    Airport = wood
    Barracks = wood
    Dock = wood
    Farm = wood
    Fortress = wood
    Granary = wood
    Hospital = stone & wood
    House = stone & wood
    Naval Yard = wood
    Settlement = wood
    Siege Factory = wood
    Tank Factory = wood
    Temple = stone & wood
    Tower = stone
    University = stone & wood
    Wall/Gate = stone
    
    Wonders can also be built (see here for description)
    
    Coliseum = gold & stone & wood
    Ishtar Gates = iron & stone & wood
    Library of Alexandria = gold & stone & wood
    Pharos Lighthouse = iron & stone & wood
    Temple of Zeus = iron & stone & wood
    Tower of Babylon = gold & stone & wood 
    
    To start out, you'll need a couple Citizens which you should start out with.
    Next objective is to build a Settlement Town Center then Capitol as needed.
    To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
    the Settlement. After 10 Citizens populate a Town Center it becomes a
    Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
    or a Capitol (but not a Settlement) you can produce more Citizens or even the
    Canine Scout which can go through trees and makes a decent unit to "see what
    the Joneses are up to". Got to keep up with those Joneses you know.
    
    Also, try to keep a Settlement, Town Center or Capitol near resources so that
    the resources are gathered faster. Don't make the citizens have to walk too
    far.
    
    In this epoch starts something that may be confusing to some. The Observation
    Balloon is built at the Town Center and Capitol. The icon for this is which
    looks the same as an upgrade icon. It is a unit though and not an upgrade. It
    is located at the right side AFTER the upgrades. The Observation Balloon is a
    great asset for scouting. It helps to provide a line of sight for artillery
    pieces and other long range units as well as a scout unit.
    
    Next is the house. The house makes your units stronger and more durable
    within range of the house. Houses help improve your defenses. Town Centers
    and Capitols also provide defensive bonuses as well.
    
    There is one upgrade in this epoch. Hammer Drilling Rigs increase stone
    production.
    
    If coming from the Industrial Epoch (IX), then you will need to upgrade the
    Hot Air Balloon to the Observation Balloon.
    
    Towers, Walls & Gates (defense)
    
    
    
    *** After you get your economy going with food and wood
    production/collection, you'll want to start thinking about your defensive and
    military options. For defense, you need to make a choice between weaker
    wooden palisades, which are easier to make but not as durable, or the more
    durable stone variety. Unless tapped for stone, I recommend the stone
    defenses. In a pinch though use the wooden palisades. Remember also that wood
    burns and there is the Prophet's Fire Storm. The ability to create a gate
    from 5 inline walls exists. Walls should be used to slow down the enemy and
    are fairly quick and inexpensive to build. Walls can't fight back like Towers
    can but do serve well to slow down an enemy from getting to a place you don't
    want them to be. Also take note, trees and other obstacles make great
    boundaries for your village, town, and eventual (hopefully) prosperous city.
    Also note that Carthage's Pathfinding* ability negates this boundary strategy
    in The Art of Conquest Expansion. If coming from the Industrial Epoch (IX)
    you will need to upgrade from Imperial Towers, Walls, and Gates to Concrete
    Towers, Walls, and Gates at the Town Center or Capitol.
    
    Priests/Prophets
    
    In all epochs, the Priests and Prophets are made at the Temple. The safeguard
    against Priests is the University. Units within range of a University can not
    be converted by Priests. Prophets can not do their 'voodoo' around a temple
    so there is protection against Prophets if you plan out making Temples for
    protection. Priests work well as defense now since the Universities your
    opponent probably has up cancel out any attack abilities. They are nice as
    defense though because the enemy comes into your camp and you get new units
    (even over your Pop Cap). The Prophet is still as useful as ever. Launch some
    of those 'voodoo' whoodoos when the opportunity arises then go back and
    recharge afterwards.
    
    There is one upgrades available in the Atomic - WWI Epoch. Radio Services
    increases Priest speed.
    
    Military
    
    Heroes
    
    Manfred von Richtofen is the Warrior Hero. Givan De Verran is the Strategist
    Hero. See chapter XI in the Empire Earth manual for more information on
    heroes.
    
    Airport
    
    This is a new building this epoch. It is also a very powerful building that
    produces powerful units. Fighters help keep the skies clean and bombers
    massively blow stuff up. Planes are fragile units but are also very
    devastating as well. There are always at least three types of planes
    available. The first is the Sopwith Fighter which rules the air. The next is
    the Fokker Fighter/Bomber which can attack land and air but is not as
    damaging at either attack as the fighter or bomber are. And finally the Gotha
    Bomber which blows up ground units but can't fight against air units.
    
    Barracks
    
    The first Barracks unit is the Doughboy. Next comes the Grenade Launcher.
    Next would be the Sniper which is a sniper unit (one shot = 1 kill against
    infantry units). Another unit is the Trench Mortar. Next is the Machine Gun
    (yet another ranged infantry unit). Next comes the air defense (for shooting
    down balloons) Partisan. And finally, the useful Medic which heals units on
    the go instead of units having to go to the Hospital all the time (room
    service). Also, if you noticed a large poster that shipped with the game,
    there is a unit relationship chart included. Learn the unit relationships for
    better gameplay. In this epoch, things change a bit from previous epochs. It
    is a good idea to build several of each type to be prepared for any attack.
    You need to make the decision though of which road to take. Also, don't
    forget the improvements to hit points, speed, range and such. Improved units
    usually slaughter unimproved units. Improvements and upgrades give the
    advantage. If coming from the Industrial Epoch (IX) then you will need to
    upgrade the Grenadier to the Doughboy, the Sharpshooter to the Sniper, the
    Hand Cannoneer to the Trench Mortar, the Elite Guard to the Machine Gun, and
    the Medic - Imperial to the Medic - Atomic.
    
    Dock
    
    Note that in The Art of Conquest Expansion, you need to be using a water map
    and not a space map to use the water. Running low on food? Try building a few
    Fishing Boats to pick up some extra food. Do you want to storm the beaches of
    another island? Try building some Transports to carry your land troops across
    the water. Next you have a full range of ships available to build but like
    other units, there are unit relationships where one unit has an advantage
    against another while having a weakness against another. The Battleship
    really shines out of all the ships to be built. Frigates have an attack
    against Submarines but are weak against Battleships. Another unit is the
    Cruiser which can attack air units such as the balloon. Battleships will
    usually be the main unit of your navy though because they are pretty durable
    but are also a bit expensive. Galleons are gone from the world stage now. If
    coming from the Industrial Epoch (IX) then these units need to be upgraded.
    Transport - Imperial to Transport - Atomic, Frigate - Royal to Frigate - Good
    Hope, Battleship - Royal to Battleship - Dreadnought, and Gunboat Cruiser to
    Cruiser - Dardo.
    
    Naval Yard
    
    The Naval Yard is new to this epoch and to the game. You can only produce one
    thing in this epoch though. That one thing is the U-Boat Submarine which is
    excellent against ships and boats. The U-Boat is at a big disadvantage
    against the Frigate however. Throughout the epochs, the Naval Yard produces
    the 'exotic' navy items of Submarines and Carriers. These exotic items are
    powerful however.
    
    Siege Factory
    
    The first unit is the 57mm AT Gun. The next is the Howitzer Cannon. And
    finally the Artillery. The 57mm Anti-Tank Gun is good against Tanks. The
    Howitzer Cannon is a wall crusher. And the Artillery is another wall crusher.
    It is open to your style of play as to how you wish to attack your opponent's
    defenses. Siege weapons are to take out or bypass enemy defenses. A common
    tactic is to combine these units with Tanks so the Tanks provide protection
    for the fragile but very damaging cannons. If coming from the Industrial
    Epoch (IX) then you will need to upgrade the Serpentine to the Howitzer and
    the Bombard to the Artillery.
    
    Tank Factory
    
    The Tank Factory is new to this epoch. Tanks are slow but durable attack
    weapons. The first Tank is the MKV which is a heavy Tank. The second Tank is
    the A7V which is an anti-infantry Tank. The last unit is the Flak Halftrak
    which is a must have against an enemy using air units like fighters and
    bombers. Flak Halftrak are mobile Anti-Air (AA) units.
    
    Support Buildings
    
    Anti-Aircraft Artillery
    
    The 88mm (millimeter) Anti-Aircraft Gun is an immobile ground based defense
    against aircraft.
    
    Fortress
    
    Ever think about getting a bunch of units ahead so that you don't have to
    wait around to build units after an enemy starts invading the crap out of you
    non stop? With Fortresses, you can stockpile pre-built armies so that you can
    in essence build over your Pop Cap. All units stored inside a Fortress do not
    count against your Pop Cap so you can then build more units. If you are at or
    over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
    day. As your outside units start getting slaughtered, just pull units out of
    the Fortress(es). Instant pre-built reserves. You need to protect these
    structures though, because if they are destroyed while you are at your Pop
    Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
    are automatically jettisoned from the building on a last in - first out
    basis).
    
    Granary
    
     Granaries are needed to make farms. If placed well, one Granary can plant
    the seeds for 8 farms all around it. There is also an option on the Granary
    to replant farms should any be destroyed. Farms have PILES of food and can
    also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
    populate a Granary, the size of the Granary increases. Each Citizen
    populating a Granary (up to 8) helps to increase food production.
    
    Hospital
    
    Hospitals help heal your units when they get hurt in battle. Within a certain
    range of a Hospital, units start healing (shown with a green dot graphic).
    You should probably place a Hospital just behind the lines so that it doesn't
    get destroyed but also so that it is easier to get to for your hurt units.
    
    There is only one upgrade at the Hospital in this epoch. Vitamins increase
    Citizen speed (a must have).
    
    University
    
    The University is for advanced research projects.
    
    There is only one upgrade at the University this epoch. Civil Liberties
    increases the University's range.
    
    Civilizations and their bonuses (bonuses vary between different
    versions/updates)
    
    Note: How to determine which bonuses are right for you? Look at how you plan
    to play the battle. If you plan on walling yourself in then the Civ - Economy
    (stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
    If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
    Economy (gold) bonuses are the way to go. Each civilization has its
    advantages and disadvantages throughout each epoch and each map type. Island
    maps will require ships and ships require wood, gold, and iron so not only
    the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
    There is no perfect civilization and even picking a civilization that may
    seem 'handicapped' usually does not decide a game's fate same as picking a
    seemingly advantaged civilization does not decide either, but it can help if
    facing a similar opponent and any edge you can get over some one else is a
    good thing I feel. The nice part of Empire Earth is that the game structure
    allows for miscalculations without any severe penalties. The other player's
    Ships may have better range but yours are faster so the range advantage is
    not very useful now because with the speed, the shots now miss most of the
    time. There is always a counter for everything available. Improvements give
    an advantage to a certain area. Also, the beginning civilization bonuses give
    an early advantage and a later advantage as well. Even though you may start
    out with a civilization bonus of Infantry - Ranged (range) you can still
    improve that range more with the unit improvement feature. So you start out
    with +2 but then improve twice more at +2 each time so now the range is +6
    whereas your opponent can only upgrade range twice and didn't have the
    starting Infantry - Ranged (range) bonus so can only get to a +4 range.
    However, his civilization started out with a Citizens & Fishing Boats (speed)
    bonus so he can therefore get more resources faster. More resources = faster
    and larger army production. See how that works?
    
    Also, a breakdown on how the bonus system can be applied to units.
    
    
    Aircraft - Bombers = Gotha Bomber
    Aircraft - Fighters = Sopwith Fighter & Fokker Fighter/Bomber
    Civ - Building, Walls & Towers = defensive bonuses & 88mm AA Gun
    Field Cannon & Anti-Tank Guns = 57mm AT Gun & Grenade Launcher
    Infantry - Ranged = Doughboy & Sniper & Trench Mortar & Machine Gun & Partisan
    Religion - Priests = Priest & Medic - Atomic
    Religion - Prophets = Prophet
    Ships - Battleships & Carriers = Battleship - Dreadnought
    Ships - Frigates & Cruisers = Frigate - Good Hope & Cruiser - Dardo
    Ships - Galleys, Transports & Subs = Transport - Atomic & U-Boat
    Siege Weapons & Mobile AA = Howitzer & Artillery & Flak Halftrak
    Tanks = MKV & A7V
    Economy bonuses are always good as are Citizen bonuses too. 
    
    Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
    hunting & foraging), Civ - General (conversion resistance), Ships - Frigates
    & Cruisers (attack, range), Siege Weapons & Mobile AA (attack, cost, rate of
    fire)
    
    Assyrian Empire = Citizens & Fishing Boats (range), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (farming, hunting & foraging),
    Civ - General (pop cap)
    
    Babylon = Citizens & Fishing Boats (hit points), Civ - Buildings, Walls &
    Towers (range), Civ - Economy (stone, wood), Religion - Prophets (range, speed)
    
    Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
    Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
    (pop cap), Infantry - Ranged (range, speed), Ships - Battleships & Carriers
    (attack, build time)
    
    Carthage = Citizens & Fishing Boats (cost), Civ - Economy (fishing, stone),
    Civ - General (mountain combat), Infantry - Ranged (armor, cost), Ships -
    Galleys, Transports & Subs (cost, range)
    
    Kingdom of Israel = Citizens & Fishing Boats (build time), Civ - Economy
    (fishing, iron), Religion Priests (build time, cost, hit points), Religion -
    Prophets (hit points, range), Ships - Battleships & Carriers (attack),
    Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports & Subs
    (attack)
    
    Austria = Citizens & Fishing Boats (attack, cost), Civ - Economy (hunting &
    foraging), Civ - General (conversion resistance), Field Cannon & Anti-Tank
    Guns (armor, build time, hit points)
    
    England = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (cost, range), Civ - Economy (fishing, gold), Infantry - Ranged (hit
    points, range), Ships - Battleships & Carriers (attack, build time), Siege
    Weapons & Mobile AA (hit points, rate of fire)
    
    Franks = Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy (gold,
    wood), Civ - General (conversion resistance), Religion - Prophets (cost,
    range), Siege Weapons & Mobile AA (attack, hit points)
    
    Kingdom of Italy = Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (stone), Civ - General
    (mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
    (hit points, range, speed), Ships - Frigates & Cruisers (attack)
    
    Ottoman Empire = Citizens & Fishing Boats (build time, speed), Civ - Economy
    (farming, stone), Civ - General (pop cap), Field Cannon & Anti-Tank Guns
    (build time, cost), Religion - Priests (cost, hit points)
    
    Spain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers
    (range), Civ - Economy (farming, iron), Civ - General (mountain combat),
    Infantry - Ranged (attack, build time, hit points), Religion - Priests (hit
    points, range), Ships - Galleys, Transports & Subs (attack, cost, hit points)
    
    France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
    & Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
    Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)
    
    Germany = Aircraft - Bombers (cost, flight time), Aircraft - Fighters
    (attack, build time, hit points), Citizens & Fishing Boats (cost, hit
    points), Civ - Economy (stone), Ships - Galleys, Transports & Subs (attack,
    hit points, range), Tanks (armor, attack, hit points)
    
    Great Britain = Aircraft - Fighters (build time, cost, range), Citizens &
    Fishing Boats (speed), Civ - Buildings, Walls & Towers (attack, build time,
    range), Civ - Economy (gold, hunting & foraging), Field Cannon & Anti-Tank
    Guns (attack, hit points, speed), Ships - Frigates & Cruisers (build time,
    hit points, speed)
    
    Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ -
    Economy (farming, stone), Civ - General (conversion resistance), Field Cannon
    & Anti-Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons
    & Mobile AA (attack, hit points, rate of fire)
    
    Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
    Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
    (cost), Siege Weapons & Mobile AA (area damage, range), Tanks (armor, range)
    
    United States = Aircraft - Bombers (attack, flight time, speed), Aircraft -
    Fighters (flight time, range), Citizens & Fishing Boats (attack, speed),
    Civ - Buildings, Walls & Towers (build time, cost), Civ - Economy (gold,
    iron), Civ - General (pop cap), Ships - Battleships & Carriers (hit points,
    range), Tanks (cost)
    
    China = Aircraft - Fighters (cost), Citizens & Fishing Boats (cost), Civ -
    Economy (farming), Civ - General (pop cap), Field Cannon & Anti-Tank Guns
    (armor, cost, hit points), Ships - Galleys, Transports & Subs (attack), Tanks
    (attack) Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ -
    Buildings, Walls & Towers (hit points, range), Civ - Economy (wood), Siege
    Weapons & Mobile AA (hit points, range, rate of fire)
    
    Rebel Forces = Aircraft - Bombers (hit points, speed), Citizens & Fishing
    Boats (build time, range), Civ - Buildings, Walls & Towers (hit points),
    Civ - Economy (iron), Civ - General (mountain combat), Infantry - Ranged
    (attack, range), Tanks (attack, range)
    
    Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
    (pop cap), Infantry - Ranged (armor, speed), Tanks (build time, speed)
    
    Korea = Aircraft - Fighters (attack, hit points), Civ - Economy (gold), Civ -
    General (mountain combat), Field Cannon & Anti-Tank Guns (build time),
    Infantry - Ranged (armor, hit points), Siege Weapons & Mobile AA (range, rate
    of fire), Tanks (attack)
    
    Civilization Specific Powers
    
    For the WWI epoch, these civilizations have these powers:
    
    Assyrian Empire = Slavery (I-XV)
    Babylon = Priest Towers (I-XV)
    Byzantine Rome = Insurance (I-XV)
    Carthage - Pathfinding (I-XV)
    Kingdom of Israel = Emissaries (I-XV)
    Austria = Adaptation (III-XV)
    England = Exploration (I-XV)
    Kingdom of Italy = Metallurgy (I-XV)
    Ottoman Empire = Expansionism (I-XV)
    France = Camouflage (I-XV)
    Germany = Bundeswehr (IX-XII)
    Great Britain = SAS Commando (X-XV)
    Russia = Advanced Mining (I-XV)
    United States = Market (X-XV)
    China = Just In Time Manufacturing (I-XV)
    Rebel Forces = Cloaking (I-XV)
    Korea = Fanaticism (I-XV) 
     
    
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    XX    XX IIIII              |
     XX  XX   III               |
      XXXX    III               | 2XI Atomic - WWII
     XX  XX   III               |
    XX    XX IIIII              |
    -------------------------------------------------------------------------------
    
    Analysis
    
    The modern era of warfare begins. Planes, Tanks, Submarines, and newer units
    as well. Warfare has become very devastating and more complicated than
    before. There are 3 fronts of land, sea, and air now to contend with. Each
    front has its own challenges as well. With this new era also comes more
    dependence on iron. Units also become more specialized with units for
    attacking specific types of targets (gameplay-wise at least). Carriers also
    come into play this epoch and replace Battleships AND Cruisers in the
    Battleship combo. Air fighters are for attacking air targets while
    fighter/bombers attack air and ground while bombers attack only ground. For
    Civilization Specific Powers, Italy gains Paratroopers. In the air, get used
    to the fighter and atomic bomber combo. That's right, the atomic bomber
    causes more devastation than a regular bomber but is also much more expensive
    and makes its debut this epoch. In the water, Carriers with U-Boat Subs are
    now a common sight. On the ground, Observation Balloons as spotters for
    artillery and some ranged infantry units. Tanks now provide support for
    artillery and the Flak Halftrak for defense against air attacks.
    
    Economy
    
    Wood is needed in this epoch but is becoming less needed overall. Food is
    starting to become obsolete but is still needed in the beginning for Citizens
    and Infantry plus epoching up. Wood is needed for boats, farming, and
    buildings. Gold is needed as well. Iron is needed as much as gold now. With
    air warfare, walls and towers are becoming much less important but can still
    be helpful on many maps. With the advent of artillery that can fire over
    walls though, the wall security of yesteryear is not as good. Iron and gold
    are the big necessities now and until the end of time (the last epoch ends in
    ? but starts in 2200).
    
    Remember too, more options means you need more resources.
    
    Unit resource breakdowns:
    
    57mm AT Gun = gold & wood
    Artillery = iron & wood
    B-29 Atomic Bomber = gold & iron
    Battleship - Bismarck = gold & wood
    Bazooka = food & gold
    Canine Scout = food
    Carrier - Enterprise = gold & wood
    Citizen = food
    Corsair - Carrier Plane = gold & iron
    Cruiser - Dardo = gold & wood
    Fishing Boat - Trawler = wood
    Flak Halftrak = food & iron
    Flame Thrower = food & gold
    Frigate - Warrington = iron & wood
    Howitzer Cannon = iron & wood
    Machine Gun = food & iron
    Marine = food & iron
    ME109 or ME262 Fighter/Bomber = gold & iron
    ME111 or B-17 Bomber = gold & iron
    Medic - Atomic = food & gold
    Observation Balloon = gold & wood
    Panzer Tank = food & iron
    Priest = food & gold
    Prophet = food & gold
    Sherman Tank = food & iron
    Sniper = food & gold
    Spitfire or P-51 (Mustang) Fighter = gold & iron
    Transport - Atomic = wood
    Trench Mortar = food & gold
    Typhoon Anti-Tank Plane = gold & iron
    U-Boat = iron & wood
    
    Building resource breakdowns
    
    88mm AA Gun = gold & wood
    Airport = wood
    Barracks = wood
    Dock = wood
    Farm = wood
    Fortress = wood
    Granary = wood
    Hospital = stone & wood
    House = stone & wood
    Naval Yard = wood
    Settlement = wood
    Siege Factory = wood
    Tank Factory = wood
    Temple = stone & wood
    Tower = stone
    University = stone & wood
    Wall/Gate = stone
    
    Wonders can also be built (see here for description)
    
    Coliseum = gold & stone & wood
    Ishtar Gates = iron & stone & wood
    Library of Alexandria = gold & stone & wood
    Pharos Lighthouse = iron & stone & wood
    Temple of Zeus = iron & stone & wood
    Tower of Babylon = gold & stone & wood 
    
    To start out, you'll need a couple Citizens which you should start out with.
    Next objective is to build a Settlement Town Center then Capitol as needed.
    To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
    the Settlement. After 10 Citizens populate a Town Center it becomes a
    Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
    or a Capitol (but not a Settlement) you can produce more Citizens or even the
    Canine Scout which can go through trees and makes a decent unit to "see what
    the Joneses are up to". Got to keep up with those Joneses you know.
    
    Also, try to keep a Settlement, Town Center or Capitol near resources so that
    the resources are gathered faster. Don't make the citizens have to walk too
    far.
    
    In this epoch starts something that may be confusing to some. The Observation
    Balloon is built at the Town Center and Capitol. The icon for this is which
    looks the same as an upgrade icon. It is a unit though and not an upgrade. It
    is located at the right side AFTER the upgrades. The Observation Balloon is a
    great asset for scouting. It helps to provide a line of sight for artillery
    pieces and other long range units as well as a scout unit.
    
    Next is the house. The house makes your units stronger and more durable
    within range of the house. Houses help improve your defenses. Town Centers
    and Capitols also provide defensive bonuses as well.
    
    There are two upgrades in this epoch. The first is Environmental Law which
    increases hunting and foraging. The second is Mechanized Logging which
    increases wood production.
    
    Towers, Walls & Gates (defense)
    
    
    
    *** After you get your economy going with food and wood
    production/collection, you'll want to start thinking about your defensive and
    military options. For defense, you need to make a choice between weaker
    wooden palisades, which are easier to make but not as durable, or the more
    durable stone variety. Unless tapped for stone, I recommend the stone
    defenses. In a pinch though use the wooden palisades. Remember also that wood
    burns and there is the Prophet's Fire Storm. The ability to create a gate
    from 5 inline walls exists. Walls should be used to slow down the enemy and
    are fairly quick and inexpensive to build. Walls can't fight back like Towers
    can but do serve well to slow down an enemy from getting to a place you don't
    want them to be. Also take note, trees and other obstacles make great
    boundaries for your village, town, and eventual (hopefully) prosperous city.
    Also note that Carthage's Pathfinding* ability negates this boundary strategy
    in The Art of Conquest Expansion.
    
    Priests/Prophets
    
    In all epochs, the Priests and Prophets are made at the Temple. The safeguard
    against Priests is the University. Units within range of a University can not
    be converted by Priests. Prophets can not do their 'voodoo' around a temple
    so there is protection against Prophets if you plan out making Temples for
    protection. Priests work well as defense now since the Universities your
    opponent probably has up cancel out any attack abilities. They are nice as
    defense though because the enemy comes into your camp and you get new units
    (even over your Pop Cap). The Prophet is still as useful as ever. Launch some
    of those 'voodoo' whoodoos when the opportunity arises then go back and
    recharge afterwards.
    
    There is one upgrades available in the Atomic - WWII Epoch. Televangelism
    increases Priest range.
    
    Military
    
    Heroes
    
    Travis Shackelford is the Warrior Hero. Erwin Rommel (The Desert Fox) is the
    Strategist Hero. See chapter XI in the Empire Earth manual for more
    information on heroes.
    
    Airport
    
    This is a very powerful building that produces powerful units. Fighters help
    keep the skies clean and bombers massively blow stuff up. Planes are fragile
    units but are also very devastating as well. This epoch also has an oddity in
    its units. If you epoch up from the previous WWI epoch (X) then you will have
    a couple extra planes not seen if you start out in this epoch. There are 3 of
    these planes - Spitfire, ME109, and the HE111 (Heinkel Bomber). The only way
    to see these planes is through epoching up. If you start out in this, the
    WWII, epoch you will miss these planes since they automatically are upgraded
    to the P-51, ME262, and B-17 respectively if you start out in this epoch.
    There are four types of planes available. The first is the Spitfire or P-51
    (Mustang) Fighter which rules the air. The next is the ME109 or ME262
    fighter/bomber which can attack land and air but is not as damaging at either
    attack as the fighter or bomber are. (note: ME stands for Messerschmitt).
    Next is a new type of plane, the Typhoon Anti-Tank Plane. And next is the
    HE111 (Heinkel) or B-17 Bomber which blows up ground units but can't fight
    against air units. Finally is the new REALLY devastating plane, the B-29
    Atomic Bomber , be sure to watch the mushroom cloud of this one.
    
    You'll know this one by the gigantic flash of light beforehand. Kaboom!
    
    If coming from the previous epoch (X) then you'll need to really upgrade this
    time around. First, the Sopwith Fighter to the Spitfire to the P-51. Next the
    Fokker Fighter/Bomber to the ME109 to the ME262. Lastly, the Gotha Bomber to
    the HE111 (Heinkel Bomber) to the B-17.
    
    Barracks
    
    The first Barracks unit is the Marine. Next is the Bazooka. Next would be
    the Sniper which is a sniper unit (one shot = 1 kill against infantry units).
    Another unit is the Trench Mortar. Next is the Machine Gun (yet another
    ranged infantry unit). Another is the Flame Thrower. And finally, the useful
    Medic which heals units on the go instead of units having to go to the
    Hospital all the time (room service). Also, if you noticed a large poster
    that shipped with the game, there is a unit relationship chart included.
    Learn the unit relationships for better gameplay. In this epoch, things
    change a bit from previous epochs. It is a good idea to build several of each
    type to be prepared for any attack. You need to make the decision though of
    which road to take. Also, don't forget the improvements to hit points, speed,
    range and such. Improved units usually slaughter unimproved units.
    Improvements and upgrades give the advantage. If coming from the Atomic - WWI
    Epoch (X) then you will need to upgrade the Doughboy to the Marine, and the
    Grenade Launcher to the Bazooka.
    
    Dock
    
    Note that in The Art of Conquest Expansion, you need to be using a water map
    and not a space map to use the water. Running low on food? Try building a few
    Fishing Boats to pick up some extra food. Do you want to storm the beaches of
    another island? Try building some Transports to carry your land troops across
    the water. Next you have a full range of ships available to build but like
    other units, there are unit relationships where one unit has an advantage
    against another while having a weakness against another. The Battleship
    really shines out of all the ships to be built. Frigates have an attack
    against Submarines but are weak against Battleships. Another unit is the
    Cruiser which can attack air units such as the balloon. Battleships will
    usually be the main unit of your navy though because they are pretty durable
    but are also a bit expensive. If coming from the WWI Epoch (X) then these
    units need to be upgraded. Fishing Boat - Imperial to Fishing Boat -
    Trawler, Frigate - Good Hope to Frigate - Warrington, and Battleship -
    Dreadnought to Battleship - Bismarck.
    
    Naval Yard
    
    The Naval Yard produces the 'exotic' navy items of Submarines and Carriers.
    You can only produce two ships in this epoch. One is the U-Boat Submarine
    which is excellent against ships and boats. The U-Boat is at a big
    disadvantage against the Frigate however. The other item is the Enterprise
    Carrier which produces Corsair Planes which are fighter/bomber planes that
    attack land, sea and air targets. Corsairs combined with the Carriers
    mobility on water means trouble. Basically, the carrier is a mobile airfield
    that can support up to 15 Corsair Fighter/Bomber type planes. Land planes at
    the Airport can NOT land on carriers since land planes are not designed for
    use on Carriers and Carrier Planes (Corsairs) can NOT land at Airports.
    
    Siege Factory
    
    The first unit is the 57mm AT Gun. The next is the Howitzer Cannon. And
    finally the Artillery. The 57mm Anti-Tank Gun is good against Tanks. The
    Howitzer is a wall crusher. And the Artillery is another wall crusher. It is
    open to your style of play as to how you wish to attack your opponent's
    defenses. Siege weapons are to take out or bypass enemy defenses. A common
    tactic is to combine these units with Tanks so the Tanks provide protection
    for the fragile but very damaging cannons.
    
    Tank Factory
    
    Tanks are slow but durable attack weapons. The first Tank is the Sherman
    which is a heavy Tank. The second Tank is the Panzer which is an anti-
    infantry Tank. The last unit is the Flak Halftrak which is a must have
    against an enemy using air units like fighters and bombers. Flak Halftrak are
    mobile Anti-Air (AA) units. If coming from the WWI Epoch (X) you will need to
    upgrade the MKV to the Sherman, and the A7V to the Panzer.
    
    Support Buildings
    
    Anti-Aircraft Artillery
    
    The 88mm (millimeter) Anti-Aircraft Gun is an immobile ground based defense
    against aircraft.
    
    Fortress
    
    Ever think about getting a bunch of units ahead so that you don't have to
    wait around to build units after an enemy starts invading the crap out of you
    non stop? With Fortresses, you can stockpile pre-built armies so that you can
    in essence build over your Pop Cap. All units stored inside a Fortress do not
    count against your Pop Cap so you can then build more units. If you are at or
    over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
    day. As your outside units start getting slaughtered, just pull units out of
    the Fortress(es). Instant pre-built reserves. You need to protect these
    structures though, because if they are destroyed while you are at your Pop
    Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
    are automatically jettisoned from the building on a last in - first out
    basis).
    
    Granary
    
     Granaries are needed to make farms. If placed well, one Granary can plant
    the seeds for 8 farms all around it. There is also an option on the Granary
    to replant farms should any be destroyed. Farms have PILES of food and can
    also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
    populate a Granary, the size of the Granary increases. Each Citizen
    populating a Granary (up to 8) helps to increase food production.
    
    Hospital
    
    Hospitals help heal your units when they get hurt in battle. Within a certain
    range of a Hospital, units start healing (shown with a green dot graphic).
    You should probably place a Hospital just behind the lines so that it doesn't
    get destroyed but also so that it is easier to get to for your hurt units.
    
    There is two upgrades at the Hospital in this epoch. The first is DNA
    Research which upgrades the Citizen and Canine Scout's hit points and the
    Citizen's attack values. The other is Vaccinations which is a real pain but
    also adds 5 to your Pop Cap.
    
    University
    
    The University is for advanced research projects.
    
    There is only one upgrade at the University this epoch. Scuba Repairs
    increases the Dock's/Naval Yard's repair rate or in other words, ships heal
    faster. (note: SCUBA stands for Self Contained Underwater Breathing
    Apparatus).
    
    Civilizations and their bonuses (bonuses vary between different
    versions/updates)
    
    Note: How to determine which bonuses are right for you? Look at how you plan
    to play the battle. If you plan on walling yourself in then the Civ - Economy
    (stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
    If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
    Economy (gold) bonuses are the way to go. Each civilization has its
    advantages and disadvantages throughout each epoch and each map type. Island
    maps will require ships and ships require wood, gold, and iron so not only
    the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
    There is no perfect civilization and even picking a civilization that may
    seem 'handicapped' usually does not decide a game's fate same as picking a
    seemingly advantaged civilization does not decide either, but it can help if
    facing a similar opponent and any edge you can get over some one else is a
    good thing I feel. The nice part of Empire Earth is that the game structure
    allows for miscalculations without any severe penalties. The other player's
    Ships may have better range but yours are faster so the range advantage is
    not very useful now because with the speed, the shots now miss most of the
    time. There is always a counter for everything available. Improvements give
    an advantage to a certain area. Also, the beginning civilization bonuses give
    an early advantage and a later advantage as well. Even though you may start
    out with a civilization bonus of Infantry - Ranged (range) you can still
    improve that range more with the unit improvement feature. So you start out
    with +2 but then improve twice more at +2 each time so now the range is +6
    whereas your opponent can only upgrade range twice and didn't have the
    starting Infantry - Ranged (range) bonus so can only get to a +4 range.
    However, his civilization started out with a Citizens & Fishing Boats (speed)
    bonus so he can therefore get more resources faster. More resources = faster
    and larger army production. See how that works?
    
    Also, a breakdown on how the bonus system can be applied to units.
    
    Aircraft - Bombers = Heinkel Bomber (HE111) & B-29 & Typhoon AT
    Aircraft - Fighters = Spitfire F & P-51 F & ME109 F/B & ME262 F/B & Corsair F/B
    Civ - Building, Walls & Towers = defensive bonuses & 88mm AA Gun
    Field Cannon & Anti-Tank Guns = 57mm AT Gun & Bazooka
    Infantry - Ranged = Marine & Sniper & Trench Mortar & Machine Gun
    Religion - Priests = Priest & Medic - Atomic
    Religion - Prophets = Prophet
    Ships - Battleships & Carriers = Battleship - Bismarck & Carrier - Enterprise
    Ships - Frigates & Cruisers = Frigate - Warrington & Cruiser - Dardo
    Ships - Galleys, Transports & Subs = Transport - Atomic & U-Boat
    Siege Weapons & Mobile AA = Howitzer & Artillery & Flak Halftrak & Flame Thrower
    Tanks = Sherman & Panzer
    Economy bonuses are always good as are Citizen bonuses too.
    
    Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
    hunting & foraging), Civ - General (conversion resistance), Ships - Frigates
    & Cruisers (attack, range), Siege Weapons & Mobile AA (attack, cost, rate of
    fire) Assyrian Empire = Citizens & Fishing Boats (range), Civ - Buildings,
    Walls & Towers (build time, hit points), Civ - Economy (farming, hunting &
    foraging), Civ - General (pop cap)
    
    Babylon = Citizens & Fishing Boats (hit points), Civ - Buildings, Walls &
    Towers (range), Civ - Economy (stone, wood), Religion - Prophets (range, speed)
    
    Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
    Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
    (pop cap), Infantry - Ranged (range, speed), Ships - Battleships & Carriers
    (attack, build time)
    
    Carthage = Citizens & Fishing Boats (cost), Civ - Economy (fishing, stone),
    Civ - General (mountain combat), Infantry - Ranged (armor, cost), Ships -
    Galleys, Transports & Subs (cost, range)
    
    Kingdom of Israel = Citizens & Fishing Boats (build time), Civ - Economy
    (fishing, iron), Religion Priests (build time, cost, hit points), Religion -
    Prophets (hit points, range), Ships - Battleships & Carriers (attack),
    Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports & Subs
    (attack)
    
    Austria = Citizens & Fishing Boats (attack, cost), Civ - Economy (hunting &
    foraging), Civ - General (conversion resistance), Field Cannon & Anti-Tank
    Guns (armor, build time, hit points)
    
    England = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (cost, range), Civ - Economy (fishing, gold), Infantry - Ranged (hit
    points, range), Ships - Battleships & Carriers (attack, build time), Siege
    Weapons & Mobile AA (hit points, rate of fire)
    
    Franks = Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy (gold,
    wood), Civ - General (conversion resistance), Religion - Prophets (cost,
    range), Siege Weapons & Mobile AA (attack, hit points)
    
    Kingdom of Italy = Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (stone), Civ - General
    (mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
    (hit points, range, speed), Ships - Frigates & Cruisers (attack)
    
    Ottoman Empire = Citizens & Fishing Boats (build time, speed), Civ - Economy
    (farming, stone), Civ - General (pop cap), Field Cannon & Anti-Tank Guns
    (build time, cost), Religion - Priests (cost, hit points)
    
    Spain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers
    (range), Civ - Economy (farming, iron), Civ - General (mountain combat),
    Infantry - Ranged (attack, build time, hit points), Religion - Priests (hit
    points, range), Ships - Galleys, Transports & Subs (attack, cost, hit points)
    
    France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
    & Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
    Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)
    
    Germany = Aircraft - Bombers (cost, flight time), Aircraft - Fighters
    (attack, build time, hit points), Citizens & Fishing Boats (cost, hit
    points), Civ - Economy (stone), Ships - Galleys, Transports & Subs (attack,
    hit points, range), Tanks (armor, attack, hit points)
    
    Great Britain = Aircraft - Fighters (build time, cost, range), Citizens &
    Fishing Boats (speed), Civ - Buildings, Walls & Towers (attack, build time,
    range), Civ - Economy (gold, hunting & foraging), Field Cannon & Anti-Tank
    Guns (attack, hit points, speed), Ships - Frigates & Cruisers (build time,
    hit points, speed)
    
    Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ -
    Economy (farming, stone), Civ - General (conversion resistance), Field Cannon
    & Anti-Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons
    & Mobile AA (attack, hit points, rate of fire)
    
    Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
    Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
    (cost), Siege Weapons & Mobile AA (area damage, range), Tanks (armor, range)
    
    United States = Aircraft - Bombers (attack, flight time, speed), Aircraft -
    Fighters (flight time, range), Citizens & Fishing Boats (attack, speed),
    Civ - Buildings, Walls & Towers (build time, cost), Civ - Economy (gold,
    iron), Civ - General (pop cap), Ships - Battleships & Carriers (hit points,
    range), Tanks (cost)
    
    China = Aircraft - Fighters (cost), Citizens & Fishing Boats (cost), Civ -
    Economy (farming), Civ - General (pop cap), Field Cannon & Anti-Tank Guns
    (armor, cost, hit points), Ships - Galleys, Transports & Subs (attack), Tanks
    (attack) Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ -
    Buildings, Walls & Towers (hit points, range), Civ - Economy (wood), Siege
    Weapons & Mobile AA (hit points, range, rate of fire)
    
    Rebel Forces = Aircraft - Bombers (hit points, speed), Citizens & Fishing
    Boats (build time, range), Civ - Buildings, Walls & Towers (hit points),
    Civ - Economy (iron), Civ - General (mountain combat), Infantry - Ranged
    (attack, range), Tanks (attack, range)
    
    Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
    (pop cap), Infantry - Ranged (armor, speed), Tanks (build time, speed)
    
    Korea = Aircraft - Fighters (attack, hit points), Civ - Economy (gold), Civ -
    General (mountain combat), Field Cannon & Anti-Tank Guns (build time),
    Infantry - Ranged (armor, hit points), Siege Weapons & Mobile AA (range, rate
    of fire), Tanks (attack)
    
    Civilization Specific Powers
    
    For the WWII epoch, these civilizations have these powers:
    
    Assyrian Empire = Slavery (I-XV)
    Babylon = Priest Towers (I-XV)
    Byzantine Rome = Insurance (I-XV)
    Carthage = Pathfinding (I-XV)
    Kingdom of Israel = Emissaries (I-XV)
    Austria = Adaptation (III-XV)
    England = Exploration (I-XV)
    Kingdom of Italy = Metallurgy (I-XV)
    Ottoman Empire = Expansionism (I-XV)
    France = Camouflage (I-XV)
    Germany = Bundeswehr (IX-XII)
    Great Britain = SAS Commando (X-XV)
    Italy = Paratroopers (XI-XV)
    Russia = Advanced Mining (I-XV)
    United States = Market (X-XV)
    China = Just In Time Manufacturing (I-XV)
    Rebel Forces = Cloaking (I-XV)
    Korea = Fanaticism (I-XV) 
      
    
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    XX    XX IIIII IIIII        |
     XX  XX   III   III         |
      XXXX    III   III         | 2XII Modern
     XX  XX   III   III         |
    XX    XX IIIII IIIII        |
    -------------------------------------------------------------------------------
    
    Analysis
    
    The modern era of warfare takes hold. Planes, Tanks, Submarines, and newer
    units as well. Warfare has become very devastating and more complicated than
    before. There are 3 fronts of land, sea, and air now to contend with. Each
    front has its own challenges as well. Units also become more specialized with
    units for attacking specific types of targets (gameplay-wise at least). Air
    fighters are for attacking air targets while fighter/bombers attack air and
    ground while bombers attack only ground. For Civilization Specific Powers,
    Germany loses the Bundeswehr ability after this epoch. In the air, get used
    to the fighter and atomic bomber combo but the fighter may get replaced by
    the Helicopter now depending on the player's taste. In the water, Carriers
    with Nautilus Subs are now a common sight with possibly some Trident
    Submarines hanging around for protection now. On the ground, Observation
    Balloons as spotters for artillery and some ranged infantry units. Tanks now
    provide support for artillery and the Flak Halftrak for defense against air
    attacks. Getting a bit much to keep track of yet? Wait until next epoch with
    the advent of cybers.
    
    Economy
    
    Wood is needed in this epoch but is becoming less needed overall. Food is
    starting to become obsolete but is still needed in the beginning for Citizens
    and Infantry plus epoching up. Wood is needed for boats, farming, and
    buildings. Gold is needed as well. Iron is needed as much as gold now. With
    air warfare, walls and towers are becoming much less important but can still
    be helpful on many maps. With the advent of artillery that can fire over
    walls though, the wall security of yesteryear is not as good. Iron and gold
    are the big necessities now and until the end of time (the last epoch ends in
    ? but starts in 2200).
    
    Remember too, more options means you need more resources.
    
    Unit resource breakdowns:
    
    120mm AT Gun = gold & wood
    A-10 (Warthog) Anti-Tank Plane = gold & iron
    Artillery = iron & wood
    B-2 (Stealth) Bomber = gold & iron
    B-52 Atomic Bomber = gold & iron
    Battleship - Bismarck = gold & wood
    Bazooka = food & gold
    Canine Scout = food
    Carrier - Enterprise = gold & wood
    Citizen = food
    Cruiser - Dardo = gold & wood
    F-117 Fighter/Bomber = gold & iron
    F-14 - Carrier Plane = gold & iron
    F-15 Fighter = gold & iron
    Fishing Boat - Trawler = wood
    Flak Halftrak = food & iron
    Flame Thrower = food & gold
    Frigate - Warrington = iron & wood
    Heavy Mortar = food & gold
    Helicopter AT (Anti-Tank) = gold & iron
    Helicopter Gunship = gold & iron
    Helicopter Transport = gold & iron
    Howitzer Cannon = iron & wood
    Leopard Tank = food & iron
    M1 Tank = food & iron
    Machine Gun = food & iron
    Marine = food & iron
    Medic - Atomic = food & gold
    Nautilus Submarine = iron & wood
    Observation Balloon = gold & wood
    Priest = food & gold
    Prophet = food & gold
    Sea King Helicopter = gold & iron
    Sniper = food & gold
    Stinger Soldier = food & gold
    Transport - Atomic = wood
    Trident Submarine = gold & iron
    
    Building resource breakdowns
    
    88mm AA Gun = gold & wood
    Airport = wood
    Barracks = wood
    Dock = wood
    Farm = wood
    Fortress = wood
    Granary = wood
    Hospital = stone & wood
    House = stone & wood
    Naval Yard = wood
    Settlement = wood
    Siege Factory = wood
    Tank Factory = wood
    Temple = stone & wood
    Tower = stone
    University = stone & wood
    Wall/Gate = stone
    
    Wonders can also be built (see here for description)
    
    Coliseum = gold & stone & wood
    Ishtar Gates = iron & stone & wood
    Library of Alexandria = gold & stone & wood
    Pharos Lighthouse = iron & stone & wood
    Temple of Zeus = iron & stone & wood
    Tower of Babylon = gold & stone & wood 
    
    To start out, you'll need a couple Citizens which you should start out with.
    Next objective is to build a Settlement Town Center then Capitol as needed.
    To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
    the Settlement. After 10 Citizens populate a Town Center it becomes a
    Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
    or a Capitol (but not a Settlement) you can produce more Citizens or even the
    Canine Scout which can go through trees and makes a decent unit to "see what
    the Joneses are up to". Got to keep up with those Joneses you know.
    
    Also, try to keep a Settlement, Town Center or Capitol near resources so that
    the resources are gathered faster. Don't make the citizens have to walk too
    far.
    
    In this epoch starts something that may be confusing to some. The Observation
    Balloon is built at the Town Center and Capitol. The icon for this is which
    looks the same as an upgrade icon. It is a unit though and not an upgrade. It
    is located at the right side AFTER the upgrades. The Observation Balloon is a
    great asset for scouting. It helps to provide a line of sight for artillery
    pieces and other long range units as well as a scout unit.
    
    Next is the house. The house makes your units stronger and more durable
    within range of the house. Houses help improve your defenses. Town Centers
    and Capitols also provide defensive bonuses as well.
    
    There are two upgrades in this epoch. The first is Hydraulic Mining which
    increases gold production. The second is Basic Oxygen Furnace which increases
    iron production. Get both when possible.
    
    Towers, Walls & Gates (defense)
    
    
    
    *** After you get your economy going with food and wood
    production/collection, you'll want to start thinking about your defensive and
    military options. For defense, you need to make a choice between weaker
    wooden palisades, which are easier to make but not as durable, or the more
    durable stone variety. Unless tapped for stone, I recommend the stone
    defenses. In a pinch though use the wooden palisades. Remember also that wood
    burns and there is the Prophet's Fire Storm. The ability to create a gate
    from 5 inline walls exists. Walls should be used to slow down the enemy and
    are fairly quick and inexpensive to build. Walls can't fight back like Towers
    can but do serve well to slow down an enemy from getting to a place you don't
    want them to be. Also take note, trees and other obstacles make great
    boundaries for your village, town, and eventual (hopefully) prosperous city.
    Also note that Carthage's Pathfinding* ability negates this boundary strategy
    in The Art of Conquest Expansion.
    
    Priests/Prophets
    
    In all epochs, the Priests and Prophets are made at the Temple. The safeguard
    against Priests is the University. Units within range of a University can not
    be converted by Priests. Prophets can not do their 'voodoo' around a temple
    so there is protection against Prophets if you plan out making Temples for
    protection. Priests work well as defense now since the Universities your
    opponent probably has up cancel out any attack abilities. They are nice as
    defense though because the enemy comes into your camp and you get new units
    (even over your Pop Cap). The Prophet is still as useful as ever. Launch some
    of those 'voodoo' whoodoos when the opportunity arises then go back and
    recharge afterwards.
    
    There is one upgrades available in the Atomic - Modern Epoch. Religious
    Resurgance increases Priest hit points.
    
    Military
    
    Heroes
    
    Dennis St. Albans is the Warrior Hero. RW Bresden is the Strategist Hero. See
    chapter XI in the Empire Earth manual for more information on heroes.
    
    Airport
    
    This is a very powerful building that produces powerful units. Fighters help
    keep the skies clean and bombers massively blow stuff up. Planes are fragile
    units but are also very devastating as well. There are four types of planes
    available but now there are helicopters thrown in as well. The first plane is
    the F-15 Fighter which rules the air. The next plane is the F-117 (Stealth)
    fighter/bomber which can attack land and air but is not as damaging at either
    attack as the fighter or bomber are. Next is another type of plane, the A-10
    (Warthog). And next is the B-2 (Stealth) Bomber which blows up ground units
    but can't fight against air units. Finally is the new REALLY devastating
    plane, the B-52 Atomic Bomber , be sure to watch the mushroom cloud of this
    one.
    
    You'll know this one by the gigantic flash of light beforehand. Kaboom!
    
    Next comes the helicopters. Helicopters repair when hovering over an airport
    but don't have to refuel like planes do. Therefore helicopters make great
    raiding units. First is the Sea King which is great against submarines. Next
    is the Helicopter Transport which transports units. Next is the Helicopter
    Anti-Tank. And finally, the Helicopter Gunship.
    
    If coming from the previous epoch (XI) then you'll need to really upgrade
    again. The P-51 (Mustang) to the F-15, the ME262 to the F-117, the B-17 to
    the B-2, the B-29 to the B-52, the Typhoon to the A-10 (Warthog).
    
    Barracks
    
    The first Barracks unit is the Marine. Next is the Bazooka. Next would be
    the Sniper which is a sniper unit (one shot = 1 kill against infantry units).
    Another unit is the Heavy Mortar. Next is the Machine Gun (yet another
    ranged infantry unit). Another is the Flame Thrower. Next is the Stinger
    Soldier. And finally, the useful Medic which heals units on the go instead
    of units having to go to the Hospital all the time (room service). Also, if
    you noticed a large poster that shipped with the game, there is a unit
    relationship chart included. Learn the unit relationships for better
    gameplay. In this epoch, things change a bit from previous epochs. It is a
    good idea to build several of each type to be prepared for any attack. You
    need to make the decision though of which road to take. Also, don't forget
    the improvements to hit points, speed, range and such. Improved units usually
    slaughter unimproved units. Improvements and upgrades give the advantage. If
    coming from the Atomic - WWII Epoch (XI) then you will need to upgrade the
    Trench Mortar to the Heavy Mortar.
    
    Dock
    
    Note that in The Art of Conquest Expansion, you need to be using a water map
    and not a space map to use the water. Running low on food? Try building a few
    Fishing Boats to pick up some extra food. Do you want to storm the beaches of
    another island? Try building some Transports to carry your land troops across
    the water. Next you have a full range of ships available to build but like
    other units, there are unit relationships where one unit has an advantage
    against another while having a weakness against another. The Battleship
    really shines out of all the ships to be built. Frigates have an attack
    against Submarines but are weak against Battleships. Another unit is the
    Cruiser which can attack air units such as the balloon. Battleships will
    usually be the main unit of your navy though because they are pretty durable
    but are also a bit expensive.
    
    Naval Yard
    
    The Naval Yard produces the 'exotic' navy items of Submarines and Carriers.
    One is the Nautilus Submarine which is excellent against ships and boats.
    Another Submarine is the Trident Submarine which launches a 'cruise-type'
    missile that attacks land targets. Submarines are at a big disadvantage
    against the Frigate and Sea King Helicopter however. The other item is the
    Enterprise Carrier which produces F-14 Planes which are fighter/bomber planes
    that attack land, sea and air targets. Corsairs combined with the Carriers
    mobility on water means trouble. Basically, the carrier is a mobile airfield
    that can support up to 15 F-14 Fighter/Bomber type planes. Land planes at the
    Airport can NOT land on carriers since land planes are not designed for use
    on Carriers and Carrier Planes (F-14s) can NOT land at Airports. There is
    also a helicopter that can be produced here as well as at the Airport, the
    Sea King Helicopter which attacks subs. If coming from the Atomic - WWII
    Epoch (XI) you will need to upgrade the U-Boat to the Nautilus, and the
    Corsair to the F-14.
    
    Siege Factory
    
    The first unit is the 120mm AT Gun. The next is the Howitzer Cannon. And
    finally the Artillery. The 120mm Anti-Tank Gun is good against Tanks. The
    Howitzer is a wall crusher. And the Artillery is another wall crusher. It is
    open to your style of play as to how you wish to attack your opponent's
    defenses. Siege weapons are to take out or bypass enemy defenses. A common
    tactic is to combine these units with Tanks so the Tanks provide protection
    for the fragile but very damaging cannons. If coming from the Atomic - WWII
    Epoch (XI) then you will need to upgrade from 57mm AT Gun to the 120mm AT Gun.
    
    Tank Factory
    
    Tanks are slow but durable attack weapons. The first Tank is the M1 Tank
    which is a heavy Tank. The second Tank is the Leopard Tank which is an anti-
    infantry Tank. The last unit is the Flak Halftrak which is a must have
    against an enemy using air units like fighters and bombers. Flak Halftrak are
    mobile Anti-Air (AA) units. If coming from the WWII Epoch (XI) you will need
    to upgrade the Sherman to the M1 Tank, and the Panzer Tank to the Leopard
    Tank.
    
    Support Buildings
    
    Anti-Aircraft Artillery
    
    The 88mm (millimeter) Anti-Aircraft Gun is an immobile ground based defense
    against aircraft.
    
    Fortress
    
    Ever think about getting a bunch of units ahead so that you don't have to
    wait around to build units after an enemy starts invading the crap out of you
    non stop? With Fortresses, you can stockpile pre-built armies so that you can
    in essence build over your Pop Cap. All units stored inside a Fortress do not
    count against your Pop Cap so you can then build more units. If you are at or
    over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
    day. As your outside units start getting slaughtered, just pull units out of
    the Fortress(es). Instant pre-built reserves. You need to protect these
    structures though, because if they are destroyed while you are at your Pop
    Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
    are automatically jettisoned from the building on a last in - first out
    basis).
    
    Granary
    
     Granaries are needed to make farms. If placed well, one Granary can plant
    the seeds for 8 farms all around it. There is also an option on the Granary
    to replant farms should any be destroyed. Farms have PILES of food and can
    also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
    populate a Granary, the size of the Granary increases. Each Citizen
    populating a Granary (up to 8) helps to increase food production.
    
    There is one upgrade in this epoch. Pesticides increase farming.
    
    Hospital
    
    Hospitals help heal your units when they get hurt in battle. Within a certain
    range of a Hospital, units start healing (shown with a green dot graphic).
    You should probably place a Hospital just behind the lines so that it doesn't
    get destroyed but also so that it is easier to get to for your hurt units.
    
    There is one upgrade at the Hospital in this epoch. MRI increases the
    Hospital's heal rate and range.
    
    University
    
    The University is for advanced research projects.
    
    There is only one upgrade at the University this epoch. Building Codes
    increase buildings' hit points.
    
    Civilizations and their bonuses (bonuses vary between different
    versions/updates)
    
    Note: How to determine which bonuses are right for you? Look at how you plan
    to play the battle. If you plan on walling yourself in then the Civ - Economy
    (stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
    If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
    Economy (gold) bonuses are the way to go. Each civilization has its
    advantages and disadvantages throughout each epoch and each map type. Island
    maps will require ships and ships require wood, gold, and iron so not only
    the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
    There is no perfect civilization and even picking a civilization that may
    seem 'handicapped' usually does not decide a game's fate same as picking a
    seemingly advantaged civilization does not decide either, but it can help if
    facing a similar opponent and any edge you can get over some one else is a
    good thing I feel. The nice part of Empire Earth is that the game structure
    allows for miscalculations without any severe penalties. The other player's
    Ships may have better range but yours are faster so the range advantage is
    not very useful now because with the speed, the shots now miss most of the
    time. There is always a counter for everything available. Improvements give
    an advantage to a certain area. Also, the beginning civilization bonuses give
    an early advantage and a later advantage as well. Even though you may start
    out with a civilization bonus of Infantry - Ranged (range) you can still
    improve that range more with the unit improvement feature. So you start out
    with +2 but then improve twice more at +2 each time so now the range is +6
    whereas your opponent can only upgrade range twice and didn't have the
    starting Infantry - Ranged (range) bonus so can only get to a +4 range.
    However, his civilization started out with a Citizens & Fishing Boats (speed)
    bonus so he can therefore get more resources faster. More resources = faster
    and larger army production. See how that works?
    
    Also, a breakdown on how the bonus system can be applied to units.
    
    Aircraft - Bombers = B-2 & B-52 & A-10
    Aircraft - Fighters = F-15 Fighter & F-117 Fighter/Bomber & F-14
               Fighter/Bomber
    Aircraft - Helicopters = Sea King Helicopter & Helicopter Transport &
    Helicopter Anti-Tank & Helicopter Gunship
    Civ - Building, Walls & Towers = defensive bonuses & 88mm AA Gun
    Field Cannon & Anti-Tank Guns = 120mm AT Gun & Bazooka
    Infantry - Ranged = Marine & Sniper & Heavy Mortar & Machine Gun
    Religion - Priests = Priest & Medic - Atomic
    Religion - Prophets = Prophet
    Ships - Battleships & Carriers = Battleship - Bismarck & Carrier - Enterprise
    Ships - Frigates & Cruisers = Frigate - Warrington & Cruiser - Dardo
    Ships - Galleys, Transports & Subs = Transport - Atomic & Nautilus Submarine
    & Trident Submarine
    Siege Weapons & Mobile AA = Howitzer & Artillery & Flak Halftrak & Flame
    Thrower & Stinger Soldier
    Tanks = M1 Tank & Leopard Tank
    Economy bonuses are always good as are Citizen bonuses too. 
     Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
    hunting & foraging), Civ - General (conversion resistance), Ships - Frigates
    & Cruisers (attack, range), Siege Weapons & Mobile AA (attack, cost, rate of
    fire)
    
    Assyrian Empire = Citizens & Fishing Boats (range), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (farming, hunting & foraging),
    Civ - General (pop cap)
    
    Babylon = Citizens & Fishing Boats (hit points), Civ - Buildings, Walls &
    Towers (range), Civ - Economy (stone, wood), Religion - Prophets (range, speed)
    
    Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
    Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
    (pop cap), Infantry - Ranged (range, speed), Ships - Battleships & Carriers
    (attack, build time)
    
    Carthage = Citizens & Fishing Boats (cost), Civ - Economy (fishing, stone),
    Civ - General (mountain combat), Infantry - Ranged (armor, cost), Ships -
    Galleys, Transports & Subs (cost, range)
    
    Kingdom of Israel = Citizens & Fishing Boats (build time), Civ - Economy
    (fishing, iron), Religion Priests (build time, cost, hit points), Religion -
    Prophets (hit points, range), Ships - Battleships & Carriers (attack),
    Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports & Subs
    (attack)
    
    Austria = Citizens & Fishing Boats (attack, cost), Civ - Economy (hunting &
    foraging), Civ - General (conversion resistance), Field Cannon & Anti-Tank
    Guns (armor, build time, hit points)
    
    England = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (cost, range), Civ - Economy (fishing, gold), Infantry - Ranged (hit
    points, range), Ships - Battleships & Carriers (attack, build time), Siege
    Weapons & Mobile AA (hit points, rate of fire)
    
    Franks = Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy (gold,
    wood), Civ - General (conversion resistance), Religion - Prophets (cost,
    range), Siege Weapons & Mobile AA (attack, hit points)
    
    Kingdom of Italy = Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (stone), Civ - General
    (mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
    (hit points, range, speed), Ships - Frigates & Cruisers (attack)
    
    Ottoman Empire = Citizens & Fishing Boats (build time, speed), Civ - Economy
    (farming, stone), Civ - General (pop cap), Field Cannon & Anti-Tank Guns
    (build time, cost), Religion - Priests (cost, hit points)
    
    Spain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers
    (range), Civ - Economy (farming, iron), Civ - General (mountain combat),
    Infantry - Ranged (attack, build time, hit points), Religion - Priests (hit
    points, range), Ships - Galleys, Transports & Subs (attack, cost, hit points)
    
    France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
    & Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
    Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)
    
    Germany = Aircraft - Bombers (cost, flight time), Aircraft - Fighters
    (attack, build time, hit points), Citizens & Fishing Boats (cost, hit
    points), Civ - Economy (stone), Ships - Galleys, Transports & Subs (attack,
    hit points, range), Tanks (armor, attack, hit points)
    
    Great Britain = Aircraft - Fighters (build time, cost, range), Citizens &
    Fishing Boats (speed), Civ - Buildings, Walls & Towers (attack, build time,
    range), Civ - Economy (gold, hunting & foraging), Field Cannon & Anti-Tank
    Guns (attack, hit points, speed), Ships - Frigates & Cruisers (build time,
    hit points, speed)
    
    Italy = Aircraft - Helicopters & Balloons (build time, range, speed), Civ -
    Buildings, Walls & Towers (attack, build time, range), Civ - Economy
    (farming, stone), Civ - General (conversion resistance), Field Cannon & Anti-
    Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons &
    Mobile AA (attack, hit points, rate of fire)
    
    Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
    Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
    (cost), Siege Weapons & Mobile AA (area damage, range), Tanks (armor, range)
    
    United States = Aircraft - Bombers (attack, flight time, speed), Aircraft -
    Fighters (flight time, range), Aircraft - Helicopters & Balloons (hit
    points), Citizens & Fishing Boats (attack, speed), Civ - Buildings, Walls &
    Towers (build time, cost), Civ - Economy (gold, iron), Civ - General (pop
    cap), Ships - Battleships & Carriers (hit points, range), Tanks (cost)
    
    China = Aircraft - Fighters (cost), Aircraft - Helicopters & Balloons
    (attack, build time, hit points), Citizens & Fishing Boats (cost), Civ -
    Economy (farming), Civ - General (pop cap), Field Cannon & Anti-Tank Guns
    (armor, cost, hit points), Ships - Galleys, Transports & Subs (attack), Tanks
    (attack)
    
    Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
    Walls & Towers (hit points, range), Civ - Economy (wood), Siege Weapons &
    Mobile AA (hit points, range, rate of fire)
    
    Rebel Forces = Aircraft - Bombers (hit points, speed), Citizens & Fishing
    Boats (build time, range), Civ - Buildings, Walls & Towers (hit points),
    Civ - Economy (iron), Civ - General (mountain combat), Infantry - Ranged
    (attack, range), Tanks (attack, range)
    
    Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
    (pop cap), Infantry - Ranged (armor, speed), Tanks (build time, speed)
    
    Korea = Aircraft - Fighters (attack, hit points), Civ - Economy (gold), Civ -
    General (mountain combat), Field Cannon & Anti-Tank Guns (build time),
    Infantry - Ranged (armor, hit points), Siege Weapons & Mobile AA (range, rate
    of fire), Tanks (attack)
    
    Civilization Specific Powers
    
    For the Modern epoch, these civilizations have these powers:
    
    Assyrian Empire = Slavery (I-XV)
    Babylon = Priest Towers (I-XV)
    Byzantine Rome = Insurance (I-XV)
    Carthage = Pathfinding (I-XV)
    Kingdom of Israel = Emissaries (I-XV)
    Austria = Adaptation (III-XV)
    England = Exploration (I-XV)
    Kingdom of Italy = Metallurgy (I-XV)
    Ottoman Empire = Expansionism (I-XV)
    France = Camouflage (I-XV)
    Germany = Bundeswehr (IX-XII)
    Great Britain = SAS Commando (X-XV)
    Italy = Paratroopers (XI-XV)
    Russia = Advanced Mining (I-XV)
    United States = Market (X-XV)
    China = Just In Time Manufacturing (I-XV)
    Rebel Forces = Cloaking (I-XV)
    Korea = Fanaticism (I-XV) 
    
    
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    Analysis
    
    This is beginning of the era of the Cybers. Warfare has become very
    devastating and even more complicated than before. There are 3 fronts of
    land, sea, and air now to contend with. Each front has its own challenges as
    well. Units also become more specialized with units for attacking specific
    types of targets (gameplay-wise at least). Air fighters are for attacking air
    targets while fighter/bombers attack air and ground while bombers attack only
    ground. And now, with the addition of part of the cyber lineup, even more
    specialization is going on. For Civilization Specific Powers, Novaya Russia
    gains the ability to use Missile Silos in this epoch. In the air, get used to
    the fighter and atomic bomber combo but the fighter may get replaced by the
    Helicopter or better yet, the Ares cyber, depending on the player's taste. In
    the water, Carriers with Nautilus Subs are now a common sight with possibly
    some Trident Submarines hanging around for protection now. On the ground, Spy
    Satellites as spotters for artillery and some ranged infantry units. Tanks
    now provide support for artillery and the Skywatcher for defense against air
    attacks.
    
    Economy
    
    Wood is needed in this epoch but is becoming less needed overall. Food is
    needed again with those hungry cyber scientists sucking down the groceries
    and also for Citizens and Infantry plus epoching up. Wood is needed for
    boats, farming, and buildings. Gold is needed as well. Iron is needed as much
    as gold now. With air warfare, walls and towers are becoming much less
    important but can still be helpful on many maps. With the advent of artillery
    that can fire over walls though, the wall security of yesteryear is not as
    good. Iron and gold are the big necessities now and until the end of time
    (the last epoch ends in ? but starts in 2200).
    
    Remember too, more options means you need more resources.
    
    Unit resource breakdowns:
    
    A-10 (Warthog) Anti-Tank Plane = gold & iron
    Apollo = food & iron
    Ares = food & gold
    Anti-Missile Battery = gold & iron
    Avenger - Carrier Plane = gold & iron
    B-122 Wyvern Bomber = gold & iron
    Battleship - Leviathan = gold & wood
    Canine Scout = food
    Carrier - Nexus = gold & wood
    Citizen = food
    Colossus Artillery = iron & wood
    Cruiser - Sagittarian = gold & wood
    Fishing Boat - Digital = wood
    Frigate - Juggernaut = iron & wood
    Furies = food & iron
    Gladiator Tank = food & iron
    Heavy Mortar = food & gold
    Hyperion = food & gold
    Jackal Fighter = gold & iron
    Medic - Digital = food & gold
    Minotaur = food & gold
    Nautilus Submarine = iron & wood
    Paladin Cannon = iron & wood
    Pandora = food & gold
    Pegasus Transport = gold & iron
    Priest = food & gold
    Prophet = food & gold
    Reaper Gunship = gold & iron
    Sea King Helicopter = gold & iron
    Sentinel = food & iron
    Skywatcher = food & iron
    Spectre AT (Anti-Tank) = gold & iron
    Spy Satellite = gold & iron
    Stinger Soldier = food & gold
    Talon Fighter/Bomber = gold & iron
    Tempest = food & iron
    Thor AT Gun = gold & wood
    Titan Atomic Bomber = gold & iron
    Transport - Gargantua = wood
    Trident Submarine = gold & iron
    
    Building resource breakdowns
    
    AA Missile Tower = gold & wood
    Airport = wood
    Barracks = wood
    Cyber Factory = wood
    Cyber Laboratory = wood
    Dock = wood
    Farm = wood
    Fortress = wood
    Granary = wood
    Hospital = stone & wood
    House = stone & wood
    Naval Yard = wood
    Settlement = wood
    Siege Factory = wood
    Tank Factory = wood
    Temple = stone & wood
    Tower = stone
    University = stone & wood
    Wall/Gate = stone
    
    Wonders can also be built (see here for description)
    
    Coliseum = gold & stone & wood
    Ishtar Gates = iron & stone & wood
    Library of Alexandria = gold & stone & wood
    Pharos Lighthouse = iron & stone & wood
    Temple of Zeus = iron & stone & wood
    Tower of Babylon = gold & stone & wood 
    
    To start out, you'll need a couple Citizens which you should start out with.
    Next objective is to build a Settlement Town Center then Capitol as needed.
    To upgrade from a Settlement to a Town Center requires 5 Citizens to populate
    the Settlement. After 10 Citizens populate a Town Center it becomes a
    Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center
    or a Capitol (but not a Settlement) you can produce more Citizens or even the
    Canine Scout which can go through trees and makes a decent unit to "see what
    the Joneses are up to". Got to keep up with those Joneses you know.
    
    Also, try to keep a Settlement, Town Center or Capitol near resources so that
    the resources are gathered faster. Don't make the citizens have to walk too
    far.
    
    In this epoch starts something that may be confusing to some. The Spy
    Satellite is built at the Town Center and Capitol. The icon for this is which
    looks the same as an upgrade icon. It is a unit though and not an upgrade. It
    is located at the right side before the upgrades. The Spy Satellite is a
    great asset for scouting. It is also the only unit that can go into space
    before the Space Epoch (XV). It helps to provide a line of sight for
    artillery pieces and other long range units as well as a scout unit.
    
    Next is the house. The house makes your units stronger and more durable
    within range of the house. Houses help improve your defenses. Town Centers
    and Capitols also provide defensive bonuses as well.
    
    There is one upgrade in this epoch but ONLY in the original Empire Earth.
    This upgrade is not available in The Art of Conquest Expansion. Self-
    Sufficiency increases hunting and foraging rates.
    
    Towers, Walls & Gates (defense)
    
    
    
    *** After you get your economy going with food and wood
    production/collection, you'll want to start thinking about your defensive and
    military options. For defense, you need to make a choice between weaker
    wooden palisades, which are easier to make but not as durable, or the more
    durable stone variety. Unless tapped for stone, I recommend the stone
    defenses. In a pinch though use the wooden palisades. Remember also that wood
    burns and there is the Prophet's Fire Storm. The ability to create a gate
    from 5 inline walls exists. Walls should be used to slow down the enemy and
    are fairly quick and inexpensive to build. Walls can't fight back like Towers
    can but do serve well to slow down an enemy from getting to a place you don't
    want them to be. Also take note, trees and other obstacles make great
    boundaries for your village, town, and eventual (hopefully) prosperous city.
    Also note that Carthage's Pathfinding* ability negates this boundary strategy
    in The Art of Conquest Expansion. If coming from the Modern Epoch (XII) you
    will need to upgrade from Concrete Towers, Walls, and Gates to Laser Towers,
    Walls, and Gates at the Town Center or Capitol.
    
    Priests/Prophets
    
    In all epochs, the Priests and Prophets are made at the Temple. The safeguard
    against Priests is the University. Units within range of a University can not
    be converted by Priests. Prophets can not do their 'voodoo' around a temple
    so there is protection against Prophets if you plan out making Temples for
    protection. Priests work well as defense now since the Universities your
    opponent probably has up cancel out any attack abilities. They are nice as
    defense though because the enemy comes into your camp and you get new units
    (even over your Pop Cap). The Prophet is still as useful as ever. Launch some
    of those 'voodoo' whoodoos when the opportunity arises then go back and
    recharge afterwards.
    
    There is one upgrade available in the Digital Epoch. Virtual Services
    increases the Priest's speed.
    
    Military
    
    Heroes
    
    Sergei Molotov is the Warrior Hero. Alexi Septimus is the Strategist Hero.
    See chapter XI in the Empire Earth manual for more information on heroes.
    
    Airport
    
    This is a very powerful building that produces powerful units. Fighters help
    keep the skies clean and bombers massively blow stuff up. Planes are fragile
    units but are also very devastating as well. There are four types of planes
    available but now there are helicopters thrown in as well. The first plane is
    the Jackal Fighter which rules the air. The next plane is the Talon
    Fighter/Bomber which can attack land and air but is not as damaging at either
    attack as the fighter or bomber are. Next is another type of plane, the A-10
    (Warthog). Next is the B-122 Wyvern Bomber which blows up ground units but
    can't fight against air units. Finally is the new REALLY devastating plane,
    the Titan Atomic Bomber , be sure to watch the mushroom cloud of this one.
    
    You'll know this one by the gigantic flash of light beforehand. Kaboom!
    
    Next comes the helicopters. Helicopters repair when hovering over an airport
    but don't have to refuel like planes do. Therefore helicopters make great
    raiding units. First is the Sea King which is great against submarines. Next
    is the Pegasus Transport which transports units. Next is the Spectre AT. And
    finally, the Reaper Gunship.
    
    If coming from the previous epoch (XII) then you'll need to upgrade the F-15
    to the Jackal Fighter, the F-117 to the Talon Fighter/Bomber, the B-2 to the
    B-122 Wyvern Bomber, the B-52 to the Titan Atomic Bomber, the Helicopter
    Transport to the Pegasus Transport, the Helicopter AT to the Spectre AT, and
    the Helicopter Gunship to the Reaper Gunship.
    
    Barracks
    
    The first Barracks unit is the Sentinel. Another unit is the Heavy Mortar.
    Next is the Stinger Soldier. And finally, the useful Medic which heals units
    on the go instead of units having to go to the Hospital all the time (room
    service). Also, if you noticed a large poster that shipped with the game,
    there is a unit relationship chart included. Learn the unit relationships for
    better gameplay. In this epoch, things change a bit from previous epochs. It
    is a good idea to build several of each type to be prepared for any attack.
    You need to make the decision though of which road to take. Also, don't
    forget the improvements to hit points, speed, range and such. Improved units
    usually slaughter unimproved units. Improvements and upgrades give the
    advantage. If coming from the Atomic - Modern (XII) then you will need to
    upgrade the Medic - Atomic to the Medic - Digital.
    
    Cyber Factory
    
    The Cyber Factory is new to this epoch. This building produces 'basic' cybers
    but each cyber has its advantages and disadvantages. See the enclosed Tech
    Tree foldout poster for unit relationships (or buy the strategy guide as well
    for more detailed listings). The first cyber is the Ares which is an air unit
    making it very useful since many units can't fire at air units. The second
    cyber is the Pandora. The third is the Hyperion which has the ability to
    travel through the water. The last unit (in this epoch at least) is the
    Minotaur.
    
    Cyber Laboratory
    
    The Cyber Laboratory produces the 'unique cybers' that have special
    abilities. These aren't typical war machines but more 'finesse' machines that
    have awesome powers if used properly. Consult the Empire Earth manual for a
    description of these powers at the end of chapter VIII (page 118 if you want
    a shortcut here). The first cyber (and the first one that should be produced
    from here) is the Apollo which is not only an air unit but also 'heals' or
    better yet fixes your other cybers. You do want to have a few of these around
    when possible. The Apollo also has the Diffraction Shield and Ion Pulse
    (another useful weapon) abilities. The next unit is the Furies which is a
    robotic Kamikaze unit. Send it off to beat on a wall for a while, and if the
    enemy 'kills' it, it will explode as well as the regular damage it caused
    from just beating on the wall. It has an attack in addition to Self-Destruct,
    so use the attack first, THEN blow it up. You get much more damage that way
    out of it. The last unit is the Tempest which has a nasty attack in addition
    to its 'Prophet-like' Resonator and Anti-Matter Storm abilities. That sword
    of his ain't just for decoration.
    
    Dock
    
    Note that in The Art of Conquest Expansion, you need to be using a water map
    and not a space map to use the water. Running low on food? Try building a few
    Fishing Boats to pick up some extra food. Do you want to storm the beaches of
    another island? Try building some Transports to carry your land troops across
    the water. Next you have a full range of ships available to build but like
    other units, there are unit relationships where one unit has an advantage
    against another while having a weakness against another. The Battleship
    really shines out of all the ships to be built. Frigates have an attack
    against Submarines but are weak against Battleships. Another unit is the
    Cruiser which can attack air units such as the balloon. Battleships will
    usually be the main unit of your navy though because they are pretty durable
    but are also a bit expensive. If coming from the previous Modern Epoch (XII)
    then you will need to upgrade the Fishing Boat - Trawler to the Fishing
    Boat - Digital, the Transport - Atomic to the Transport - Gargantua, the
    Frigate Warrington to the Frigate - Juggernaut, the Battleship - Bismarck to
    the Battleship - Leviathan, and the Cruiser - Dardo to the Cruiser -
    Sagittarian.
    
    Naval Yard
    
    The Naval Yard produces the 'exotic' navy items of Submarines and Carriers.
    One is the Nautilus Submarine which is excellent against ships and boats.
    Another Submarine is the Trident Submarine which launches a 'cruise-type'
    missile that attacks land targets. Submarines are at a big disadvantage
    against the Frigate and Sea King Helicopter however. The other item is the
    Nexus Carrier which produces Avenger Planes which are fighter/bomber planes
    that attack land, sea and air targets. Avengers combined with the Carriers
    mobility on water means trouble. Basically, the carrier is a mobile airfield
    that can support up to 15 Avenger Fighter/Bomber type planes. Land planes at
    the Airport can NOT land on carriers since land planes are not designed for
    use on Carriers and Carrier Planes (Avengers) can NOT land at Airports. There
    is also a helicopter that can be produced here as well as at the Airport, the
    Sea King Helicopter which attacks subs. If coming from the Atomic - Modern
    Epoch (XII) you will need to upgrade the Carrier - Enterprise to the
    Carrier - Nexus, and the F-14 to the Avenger.
    
    Siege Factory
    
    The first unit is the Thor AT Gun. The next is the Paladin Cannon. And
    finally the Colossus Artillery. The Thor Anti-Tank Gun is good against
    Tanks. The Howitzer is a wall crusher. And the Colossus Artillery is another
    wall crusher. It is open to your style of play as to how you wish to attack
    your opponent's defenses. Siege weapons are to take out or bypass enemy
    defenses. A common tactic is to combine these units with Tanks so the Tanks
    provide protection for the fragile but very damaging cannons. If coming from
    the Atomic - Modern Epoch (XII) then you will need to upgrade from 120mm AT
    Gun to the Thor AT Gun, the Howitzer Cannon to the Paladin Cannon, and the
    Artillery to the Colossus Artillery.
    
    Tank Factory
    
    Tanks are slow but durable attack weapons. The only 'tank' now is the
    Gladiator Tank. The next unit is the Skywatcher which is a mobile anti-air
    unit. The last unit is the Anti-Missile Battery which is very fragile but a
    must have unit if facing off against anyone using missile bases since it is
    the only unit that can defend against the 'ICBM' type missiles launched from
    Missile Bases. If facing off against Novaya Russia then the Anti-Missile
    Battery is a must have unit. Otherwise, in random map games, it won't be
    needed. Skywatcher are mobile Anti-Air (AA) units. If coming from the Modern
    Epoch (XII) you will need to upgrade the M1 Tank to the Gladiator Tank, and
    the Flak Halftrak to the Skywatcher.
    
    Support Buildings
    
    Anti-Aircraft Artillery
    
    The AA (Anti-Aircraft) Missile Tower is an immobile ground based defense
    against aircraft.
    
    Fortress
    
    Ever think about getting a bunch of units ahead so that you don't have to
    wait around to build units after an enemy starts invading the crap out of you
    non stop? With Fortresses, you can stockpile pre-built armies so that you can
    in essence build over your Pop Cap. All units stored inside a Fortress do not
    count against your Pop Cap so you can then build more units. If you are at or
    over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
    day. As your outside units start getting slaughtered, just pull units out of
    the Fortress(es). Instant pre-built reserves. You need to protect these
    structures though, because if they are destroyed while you are at your Pop
    Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
    are automatically jettisoned from the building on a last in - first out
    basis).
    
    Granary
    
     Granaries are needed to make farms. If placed well, one Granary can plant
    the seeds for 8 farms all around it. There is also an option on the Granary
    to replant farms should any be destroyed. Farms have PILES of food and can
    also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
    populate a Granary, the size of the Granary increases. Each Citizen
    populating a Granary (up to 8) helps to increase food production.
    
    Hospital
    
    Hospitals help heal your units when they get hurt in battle. Within a certain
    range of a Hospital, units start healing (shown with a green dot graphic).
    You should probably place a Hospital just behind the lines so that it doesn't
    get destroyed but also so that it is easier to get to for your hurt units.
    
    There is one upgrade at the Hospital in this epoch. Genetic Engineering
    increases the Citizen's and Canine Scout's hit points and the Citizen's
    attack values.
    
    University
    
    The University is for advanced research projects.
    
    There is only one upgrade at the University this epoch. Digital Library the
    University's range.
    
    Civilizations and their bonuses (bonuses vary between different
    versions/updates)
    
    Note: How to determine which bonuses are right for you? Look at how you plan
    to play the battle. If you plan on walling yourself in then the Civ - Economy
    (stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
    If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
    Economy (gold) bonuses are the way to go. Each civilization has its
    advantages and disadvantages throughout each epoch and each map type. Island
    maps will require ships and ships require wood, gold, and iron so not only
    the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
    There is no perfect civilization and even picking a civilization that may
    seem 'handicapped' usually does not decide a game's fate same as picking a
    seemingly advantaged civilization does not decide either, but it can help if
    facing a similar opponent and any edge you can get over some one else is a
    good thing I feel. The nice part of Empire Earth is that the game structure
    allows for miscalculations without any severe penalties. The other player's
    Ships may have better range but yours are faster so the range advantage is
    not very useful now because with the speed, the shots now miss most of the
    time. There is always a counter for everything available. Improvements give
    an advantage to a certain area. Also, the beginning civilization bonuses give
    an early advantage and a later advantage as well. Even though you may start
    out with a civilization bonus of Infantry - Ranged (range) you can still
    improve that range more with the unit improvement feature. So you start out
    with +2 but then improve twice more at +2 each time so now the range is +6
    whereas your opponent can only upgrade range twice and didn't have the
    starting Infantry - Ranged (range) bonus so can only get to a +4 range.
    However, his civilization started out with a Citizens & Fishing Boats (speed)
    bonus so he can therefore get more resources faster. More resources = faster
    and larger army production. See how that works?
    
    Also, a breakdown on how the bonus system can be applied to units.
    
    Aircraft - Bombers = B-122 Wyvern & Titan & A-10
    Aircraft - Fighters = Jackal Fighter & Talon Fighter/Bomber & Avenger
    Fighter/Bomber
    Aircraft - Helicopters = Sea King Helicopter & Pegasus Transport & Spectre AT
    & Reaper Gunship
    Civ - Building, Walls & Towers = defensive bonuses & AA Missile Tower
    Cybers - Combat = Ares & Hyperion & Minotaur & Pandora
    Cybers - Ultra = Apollo & Furies & Tempest
    Field Cannon & Anti-Tank Guns = Thor AT Gun
    Infantry - Ranged = Sentinel & Heavy Mortar
    Religion - Priests = Priest & Medic - Digital
    Religion - Prophets = Prophet
    Ships - Battleships & Carriers = Battleship - Leviathan & Carrier - Nexus
    Ships - Frigates & Cruisers = Frigate - Juggernaut & Cruiser - Sagittarian
    Ships - Galleys, Transports & Subs = Transport - Gargantua & Nautilus
    Submarine & Trident Submarine
    Siege Weapons & Mobile AA = Paladin Cannon & Colossus Artillery & Skywatcher
    & Stinger Soldier
    Tanks = Gladiator Tank
    Economy bonuses are always good as are Citizen bonuses too. 
    
    Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
    hunting & foraging), Civ - General (conversion resistance), Ships - Frigates
    & Cruisers (attack, range), Siege Weapons & Mobile AA (attack, cost, rate of
    fire)
    
    Assyrian Empire = Citizens & Fishing Boats (range), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (farming, hunting & foraging),
    Civ - General (pop cap)
    
    Babylon = Citizens & Fishing Boats (hit points), Civ - Buildings, Walls &
    Towers (range), Civ - Economy (stone, wood), Religion - Prophets (range, speed)
    
    Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
    Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
    (pop cap), Infantry - Ranged (range, speed), Ships - Battleships & Carriers
    (attack, build time)
    
    Carthage = Citizens & Fishing Boats (cost), Civ - Economy (fishing, stone),
    Civ - General (mountain combat), Infantry - Ranged (armor, cost), Ships -
    Galleys, Transports & Subs (cost, range)
    
    Kingdom of Israel = Citizens & Fishing Boats (build time), Civ - Economy
    (fishing, iron), Religion Priests (build time, cost, hit points), Religion -
    Prophets (hit points, range), Ships - Battleships & Carriers (attack),
    Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports & Subs
    (attack)
    
    Austria = Citizens & Fishing Boats (attack, cost), Civ - Economy (hunting &
    foraging), Civ - General (conversion resistance), Field Cannon & Anti-Tank
    Guns (armor, build time, hit points)
    
    England = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (cost, range), Civ - Economy (fishing, gold), Infantry - Ranged (hit
    points, range), Ships - Battleships & Carriers (attack, build time), Siege
    Weapons & Mobile AA (hit points, rate of fire)
    
    Franks = Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy (gold,
    wood), Civ - General (conversion resistance), Religion - Prophets (cost,
    range), Siege Weapons & Mobile AA (attack, hit points)
    
    Kingdom of Italy = Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (stone), Civ - General
    (mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
    (hit points, range, speed), Ships - Frigates & Cruisers (attack)
    
    Ottoman Empire = Citizens & Fishing Boats (build time, speed), Civ - Economy
    (farming, stone), Civ - General (pop cap), Field Cannon & Anti-Tank Guns
    (build time, cost), Religion - Priests (cost, hit points)
    
    Spain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers
    (range), Civ - Economy (farming, iron), Civ - General (mountain combat),
    Infantry - Ranged (attack, build time, hit points), Religion - Priests (hit
    points, range), Ships - Galleys, Transports & Subs (attack, cost, hit points)
    
    France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
    & Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
    Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)
    
    Germany = Aircraft - Bombers (cost, flight time), Aircraft - Fighters
    (attack, build time, hit points), Citizens & Fishing Boats (cost, hit
    points), Civ - Economy (stone), Ships - Galleys, Transports & Subs (attack,
    hit points, range), Tanks (armor, attack, hit points)
    
    Great Britain = Aircraft - Fighters (build time, cost, range), Citizens &
    Fishing Boats (speed), Civ - Buildings, Walls & Towers (attack, build time,
    range), Civ - Economy (gold, hunting & foraging), Field Cannon & Anti-Tank
    Guns (attack, hit points, speed), Ships - Frigates & Cruisers (build time,
    hit points, speed)
    
    Italy = Aircraft - Helicopters & Balloons (build time, range, speed), Civ -
    Buildings, Walls & Towers (attack, build time, range), Civ - Economy
    (farming, stone), Civ - General (conversion resistance), Field Cannon & Anti-
    Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons &
    Mobile AA (attack, hit points, rate of fire)
    
    Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
    Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
    (cost), Siege Weapons & Mobile AA (area damage, range), Tanks (armor, range)
    
    United States = Aircraft - Bombers (attack, flight time, speed), Aircraft -
    Fighters (flight time, range), Aircraft - Helicopters & Balloons (hit
    points), Citizens & Fishing Boats (attack, speed), Civ - Buildings, Walls &
    Towers (build time, cost), Civ - Economy (gold, iron), Civ - General (pop
    cap), Ships - Battleships & Carriers (hit points, range), Tanks (cost)
    
    China = Aircraft - Fighters (cost), Aircraft - Helicopters & Balloons
    (attack, build time, hit points), Citizens & Fishing Boats (cost), Civ -
    Economy (farming), Civ - General (pop cap), Cybers - Ultra (armor, build
    time, hit points), Field Cannon & Anti-Tank Guns (armor, cost, hit points),
    Ships - Galleys, Transports & Subs (attack), Tanks (attack)
    
    Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
    Walls & Towers (hit points, range), Civ - Economy (wood), Cybers - Combat
    (attack, range, speed), Cybers - Ultra (cost, hit points, speed), Siege
    Weapons & Mobile AA (hit points, range, rate of fire)
    
    Rebel Forces = Aircraft - Bombers (hit points, speed), Citizens & Fishing
    Boats (build time, range), Civ - Buildings, Walls & Towers (hit points),
    Civ - Economy (iron), Civ - General (mountain combat), Cybers - Combat (hit
    points, range), Infantry - Ranged (attack, range), Tanks (attack, range)
    
    Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
    (pop cap), Cybers - Combat (build time, cost), Cybers - Ultra (cost),
    Infantry - Ranged (armor, speed), Tanks (build time, speed)
    
    Korea = Aircraft - Fighters (attack, hit points), Civ - Economy (gold), Civ -
    General (mountain combat), Cybers - Combat (attack), Field Cannon & Anti-Tank
    Guns (build time), Infantry - Ranged (armor, hit points), Siege Weapons &
    Mobile AA (range, rate of fire), Tanks (attack)
    
    
    -------------------------------------------------------------------------------
    XX    XX IIIII VV     VV    |
     XX  XX   III  VV     VV    |
      XXXX    III   VV   VV     | 2XIV Nano
     XX  XX   III    VV VV      |
    XX    XX IIIII    VVV       |
    -------------------------------------------------------------------------------
    
    Analysis
    
    Warfare has become very devastating and even more complicated than before.
    There are 3 fronts of land, sea, and air now to contend with. Each front has
    its own challenges as well. Units also become more specialized with units for
    attacking specific types of targets (gameplay-wise at least). Air fighters
    are for attacking air targets while fighter/bombers attack air and ground
    while bombers attack only ground. And now, with the addition of all of the
    cyber lineup, even more specialization is going on. In the air, get used to
    the fighter and atomic bomber combo but the fighter may get replaced by the
    Helicopter or better yet, the Ares II cyber, depending on the player's taste.
    In the water, Carriers with Hammerhead Subs are now a common sight with
    possibly some Triton Submarines hanging around for protection now. On the
    ground, Spy Satellites as spotters for artillery and some ranged infantry
    units. Tanks now provide support for artillery and the Skywatcher for defense
    against air attacks. This is the last epoch of the Empire Earth game. The Art
    of Conquest Expansion added a fifteenth epoch later on.
    
    Economy
    
    Wood is needed in this epoch but is becoming less needed overall. Food is
    needed again with those hungry cyber scientists sucking down the groceries
    and also for Citizens and Infantry plus epoching up. Wood is needed for
    boats, farming, and buildings. Gold is needed as well. Iron is needed as much
    as gold now. With air warfare, walls and towers are becoming much less
    important but can still be helpful on many maps. With the advent of artillery
    that can fire over walls though, the wall security of yesteryear is not as
    good. Iron and gold are the big necessities now and until the end of time
    (the last epoch ends in ? but starts in 2200).
    
    Remember too, more options means you need more resources.
    
    Unit resource breakdowns:
    
    Apollo = food & iron
    Ares II = food & gold
    Anti-Missile Battery = gold & iron
    Avenger - Carrier Plane = gold & iron
    B-122 Wyvern Bomber = gold & iron
    Battleship - Leviathan = gold & wood
    Canine Scout = food
    Carrier - Nexus = gold & wood
    Centurion Tank = food & iron
    Citizen = food
    Colossus Artillery = iron & wood
    Cruiser - Sagittarian = gold & wood
    Fishing Boat - Digital = wood
    Frigate - Juggernaut = iron & wood
    Furies = food & iron
    Guardian = food & iron
    Hades = food & iron
    Hammerhead Submarine = iron & wood
    Heavy Mortar = food & gold
    Hercules AT Gun = gold & wood
    Hyperion II = food & gold
    Medic - Digital = food & gold
    Minotaur II = food & gold
    Nebula Fighter = gold & iron
    Paladin Cannon = iron & wood
    Pandora II = food & gold
    Pegasus Transport = gold & iron
    Phoenix Fighter/Bomber = gold & iron
    Poseidon = food & iron
    Priest = food & gold
    Prophet = food & gold
    Reaper Gunship = gold & iron
    Sea King II Helicopter = gold & iron
    Skywatcher = food & iron
    Spectre AT (Anti-Tank) = gold & iron
    Spy Satellite = gold & iron
    Stinger Soldier = food & gold
    Tempest = food & iron
    Titan Atomic Bomber = gold & iron
    Transport - Gargantua = wood
    Triton Submarine = gold & iron
    Zeus = food & gold
    
    Building resource breakdowns
    
    AA Missile Tower = gold & wood
    Airport = wood
    Barracks = wood
    Cyber Factory = wood
    Cyber Laboratory = wood
    Dock = wood
    Farm = wood
    Fortress = wood
    Granary = wood
    Hospital = stone & wood
    House = stone & wood
    Naval Yard = wood
    Settlement = wood
    Siege Factory = wood
    Tank Factory = wood
    Temple = stone & wood
    Tower = stone
    University = stone & wood
    Wall/Gate = stone
    
    Wonders can also be built (see here for description)
    
    Coliseum = gold & stone & wood
    Ishtar Gates = iron & stone & wood
    Library of Alexandria = gold & stone & wood
    Pharos Lighthouse = iron & stone & wood
    Temple of Zeus = iron & stone & wood
    Tower of Babylon = gold & stone & wood 
    
    To start out, you'll need a couple Citizens , or * which you should start out
    with. Next objective is to build a Settlement Town Center then Capitol as
    needed. To upgrade from a Settlement to a Town Center requires 5 Citizens to
    populate the Settlement. After 10 Citizens populate a Town Center it becomes
    a Capitol. Adding more citizens adds a bigger morale bonus. From a Town
    Center or a Capitol (but not a Settlement) you can produce more Citizens or
    even the Canine Scout which can go through trees and makes a decent unit to
    "see what the Joneses are up to". Got to keep up with those Joneses you know.
    
    Also, try to keep a Settlement, Town Center or Capitol near resources so that
    the resources are gathered faster. Don't make the citizens have to walk too
    far.
    
    In this epoch starts something that may be confusing to some. The Spy
    Satellite is built at the Town Center and Capitol. The icon for this is which
    looks the same as an upgrade icon. It is a unit though and not an upgrade. It
    is located at the right side before the upgrades. The Spy Satellite is a
    great asset for scouting. It is also the only unit that can go into space
    before the Space Epoch (XV). It helps to provide a line of sight for
    artillery pieces and other long range units as well as a scout unit.
    
    Next is the house. The house makes your units stronger and more durable
    within range of the house. Houses help improve your defenses. Town Centers
    and Capitols also provide defensive bonuses as well.
    
    There are two upgrades in this epoch. The first is Atom Manipulation which
    increases gold production. The other is Core Mining which increases iron.
    
    Towers, Walls & Gates (defense)
    
    
    
    *** After you get your economy going with food and wood
    production/collection, you'll want to start thinking about your defensive and
    military options. For defense, you need to make a choice between weaker
    wooden palisades, which are easier to make but not as durable, or the more
    durable stone variety. Unless tapped for stone, I recommend the stone
    defenses. In a pinch though use the wooden palisades. Remember also that wood
    burns and there is the Prophet's Fire Storm. The ability to create a gate
    from 5 inline walls exists. Walls should be used to slow down the enemy and
    are fairly quick and inexpensive to build. Walls can't fight back like Towers
    can but do serve well to slow down an enemy from getting to a place you don't
    want them to be. Also take note, trees and other obstacles make great
    boundaries for your village, town, and eventual (hopefully) prosperous city.
    Also note that Carthage's Pathfinding* ability negates this boundary strategy
    in The Art of Conquest Expansion.
    
    Priests/Prophets
    
    In all epochs, the Priests and Prophets are made at the Temple. The safeguard
    against Priests is the University. Units within range of a University can not
    be converted by Priests. Prophets can not do their 'voodoo' around a temple
    so there is protection against Prophets if you plan out making Temples for
    protection. Priests work well as defense now since the Universities your
    opponent probably has up cancel out any attack abilities. They are nice as
    defense though because the enemy comes into your camp and you get new units
    (even over your Pop Cap). The Prophet is still as useful as ever. Launch some
    of those 'voodoo' whoodoos when the opportunity arises then go back and
    recharge afterwards.
    
    There is one upgrade available in the Nano Epoch. Mind Control increases the
    Priest's recharge rate (power).
    
    Military
    
    Heroes
    
    Cyborg Molotov is the Warrior Hero. Molly Ryan is the Strategist Hero. See
    chapter XI in the Empire Earth manual for more information on heroes.
    
    Airport
    
    This is a very powerful building that produces powerful units. Fighters help
    keep the skies clean and bombers massively blow stuff up. Planes are fragile
    units but are also very devastating as well. There are four types of planes
    available but now there are helicopters thrown in as well. The first plane is
    the Nebula Fighter which rules the air. The next plane is the Phoenix
    Fighter/Bomber which can attack land and air but is not as damaging at either
    attack as the fighter or bomber are. Next is the B-122 Wyvern Bomber which
    blows up ground units but can't fight against air units. Finally is the new
    REALLY devastating plane, the Titan Atomic Bomber , be sure to watch the
    mushroom cloud of this one.
    
    You'll know this one by the gigantic flash of light beforehand. Kaboom!
    
    Next comes the helicopters. Helicopters repair when hovering over an airport
    but don't have to refuel like planes do. Therefore helicopters make great
    raiding units. First is the Sea King II which is great against submarines.
    Next is the Pegasus Transport which transports units. Next is the Spectre AT
    . And finally, the Reaper Gunship.
    
    If coming from the previous epoch (XIII) then you'll need to upgrade the
    Jackal Fighter to the Nebula Fighter, the Talon to the Phoenix
    Fighter/Bomber, and the Sea King to the Sea King II Helicopter.
    
    Barracks
    
    The first Barracks unit is the Guardian. Another unit is the Heavy Mortar.
    Next is the Stinger Soldier. And finally, the useful Medic which heals units
    on the go instead of units having to go to the Hospital all the time (room
    service). Also, if you noticed a large poster that shipped with the game,
    there is a unit relationship chart included. Learn the unit relationships for
    better gameplay. In this epoch, things change a bit from previous epochs. It
    is a good idea to build several of each type to be prepared for any attack.
    You need to make the decision though of which road to take. Also, don't
    forget the improvements to hit points, speed, range and such. Improved units
    usually slaughter unimproved units. Improvements and upgrades give the
    advantage. If coming from the Digital Epoch (XIII) then you will need to
    upgrade the Sentinel to the Guardian.
    
    Cyber Factory
    
    This building produces 'basic' cybers but each cyber has its advantages and
    disadvantages. See the enclosed Tech Tree foldout poster for unit
    relationships (or buy the strategy guide as well for more detailed listings).
    The first cyber is the Ares II which is an air unit making it very useful
    since many units can't fire at air units. The second cyber is the Pandora II
    . The third is the Hyperion II which has the ability to travel through the
    water. The next is the Minotaur II. The last unit (this epoch at least) is
    the Zeus which is like a siege weapon and a tank as far as cybers are
    concerned. If coming from the Digital Epoch (XIII) then you will need to
    upgrade the Ares to the Ares II, the Pandora to the Pandora II, the Hyperion
    to the Hyperion II, and the Minotaur to the Minotaur II.
    
    Cyber Laboratory
    
    The Cyber Laboratory produces the 'unique cybers' that have special
    abilities. These aren't typical war machines but more 'finesse' machines that
    have awesome powers if used properly. Consult the Empire Earth manual for a
    description of these powers at the end of chapter VIII (page 118 if you want
    a shortcut here). The first cyber (and the first one that should be produced
    from here) is the Apollo which is not only an air unit but also 'heals' or
    better yet fixes your other cybers. You do want to have a few of these around
    when possible. The Apollo also has the Diffraction Shield and Ion Pulse
    (another useful weapon) abilities. The next unit is the Furies which is a
    robotic Kamikaze unit. Send it off to beat on a wall for a while, and if the
    enemy 'kills' it, it will explode as well as the regular damage it caused
    from just beating on the wall. It has an attack in addition to Self-Destruct,
    so use the attack first, THEN blow it up. You get much more damage that way
    out of it. The next unit is the Tempest which has a nasty attack in addition
    to its 'Prophet-like' Resonator and Anti-Matter Storm abilities. That sword
    of his ain't just for decoration. The next unit is the Hades which can Time
    Warp, Teleport, and use the Nano Virus. The last cyber produced in the Cyber
    Lab is the Poseidon which can convert enemy cybers to your side using
    Assimilate (a Cyber Priest so to speak). The Poseidon can also do the
    Refractive Cloak which is also nice to have to conceal your numbers.
    
    Dock
    
    Note that in The Art of Conquest Expansion, you need to be using a water map
    and not a space map to use the water. Running low on food? Try building a few
    Fishing Boats to pick up some extra food. Do you want to storm the beaches of
    another island? Try building some Transports to carry your land troops across
    the water. Next you have a full range of ships available to build but like
    other units, there are unit relationships where one unit has an advantage
    against another while having a weakness against another. The Battleship
    really shines out of all the ships to be built. Frigates have an attack
    against Submarines but are weak against Battleships. Another unit is the
    Cruiser which can attack air units such as the balloon. Battleships will
    usually be the main unit of your navy though because they are pretty durable
    but are also a bit expensive.
    
    Naval Yard
    
    The Naval Yard produces the 'exotic' navy items of Submarines and Carriers.
    You can only produce two ships in this epoch. One is the Hammerhead Submarine
    which is excellent against ships and boats. Another Submarine is the Triton
    Submarine which launches a 'cruise-type' missile that attacks land targets.
    Submarines are at a big disadvantage against the Frigate and Sea King II
    Helicopter however. The other item is the Nexus Carrier which produces
    Avenger Planes which are fighter/bomber planes that attack land, sea and air
    targets. Corsairs combined with the Carriers mobility on water means trouble.
    Basically, the carrier is a mobile airfield that can support up to 15 Avenger
    Fighter/Bomber type planes. Land planes at the Airport can NOT land on
    carriers since land planes are not designed for use on Carriers and Carrier
    Planes (Avengers) can NOT land at Airports. There is also a helicopter that
    can be produced here as well as at the Airport, the Sea King Helicopter which
    attacks subs. If coming from the Digital Epoch (XIII) you will need to
    upgrade the Nautilus to the Hammerhead Submarine, and the Trident to the
    Triton Submarine, and the Sea King to the Sea King II Helicopter.
    
    Siege Factory
    
    The first unit is the Hercules AT Gun. The next is the Paladin Cannon. And
    finally the Colossus Artillery. The Thor Anti-Tank Gun is good against
    Tanks. The Howitzer is a wall crusher. And the Colossus Artillery is another
    wall crusher. It is open to your style of play as to how you wish to attack
    your opponent's defenses. Siege weapons are to take out or bypass enemy
    defenses. A common tactic is to combine these units with Tanks so the Tanks
    provide protection for the fragile but very damaging cannons. If coming from
    the Digital (XIII) then you will need to upgrade from the Thor AT Gun to the
    Hercules AT Gun.
    
    Tank Factory
    
    Tanks are slow but durable attack weapons. The only 'tank' now is the
    Centurion Tank. The next unit is the Skywatcher which is a mobile anti-air
    unit. The last unit is the Anti-Missile Battery which is very fragile but a
    must have unit if facing off against anyone using missile bases since it is
    the only unit that can defend against the 'ICBM' type missiles launched from
    missile Bases. If facing off against Novaya Russia then the Anti-Missile
    Battery is a must have unit. Otherwise, in random map games, it won't be
    needed. If coming from the Digital Epoch (XIII) you will need to upgrade the
    Gladiator Tank to the Centurion Tank.
    
    Support Buildings
    
    Anti-Aircraft Artillery
    
    The AA (Anti-Aircraft) Missile Tower is an immobile ground based defense
    against aircraft.
    
    Fortress
    
    Ever think about getting a bunch of units ahead so that you don't have to
    wait around to build units after an enemy starts invading the crap out of you
    non stop? With Fortresses, you can stockpile pre-built armies so that you can
    in essence build over your Pop Cap. All units stored inside a Fortress do not
    count against your Pop Cap so you can then build more units. If you are at or
    over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
    day. As your outside units start getting slaughtered, just pull units out of
    the Fortress(es). Instant pre-built reserves. You need to protect these
    structures though, because if they are destroyed while you are at your Pop
    Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
    are automatically jettisoned from the building on a last in - first out
    basis).
    
    Granary
    
     Granaries are needed to make farms. If placed well, one Granary can plant
    the seeds for 8 farms all around it. There is also an option on the Granary
    to replant farms should any be destroyed. Farms have PILES of food and can
    also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
    populate a Granary, the size of the Granary increases. Each Citizen
    populating a Granary (up to 8) helps to increase food production.
    
    There is one upgrade this epoch. Hydroponics increases farming.
    
    Hospital
    
    Hospitals help heal your units when they get hurt in battle. Within a certain
    range of a Hospital, units start healing (shown with a green dot graphic).
    You should probably place a Hospital just behind the lines so that it doesn't
    get destroyed but also so that it is easier to get to for your hurt units.
    
    There are two upgrades at the Hospital in this epoch. Cybernetics increases
    Citizen speed (a must have) and Anti-Aging Pill increases the Pop Cap by 5.
    
    University
    
    The University is for advanced research projects.
    
    Civilizations and their bonuses (bonuses vary between different
    versions/updates)
    
    Note: How to determine which bonuses are right for you? Look at how you plan
    to play the battle. If you plan on walling yourself in then the Civ - Economy
    (stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
    If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
    Economy (gold) bonuses are the way to go. Each civilization has its
    advantages and disadvantages throughout each epoch and each map type. Island
    maps will require ships and ships require wood, gold, and iron so not only
    the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
    There is no perfect civilization and even picking a civilization that may
    seem 'handicapped' usually does not decide a game's fate same as picking a
    seemingly advantaged civilization does not decide either, but it can help if
    facing a similar opponent and any edge you can get over some one else is a
    good thing I feel. The nice part of Empire Earth is that the game structure
    allows for miscalculations without any severe penalties. The other player's
    Ships may have better range but yours are faster so the range advantage is
    not very useful now because with the speed, the shots now miss most of the
    time. There is always a counter for everything available. Improvements give
    an advantage to a certain area. Also, the beginning civilization bonuses give
    an early advantage and a later advantage as well. Even though you may start
    out with a civilization bonus of Infantry - Ranged (range) you can still
    improve that range more with the unit improvement feature. So you start out
    with +2 but then improve twice more at +2 each time so now the range is +6
    whereas your opponent can only upgrade range twice and didn't have the
    starting Infantry - Ranged (range) bonus so can only get to a +4 range.
    However, his civilization started out with a Citizens & Fishing Boats (speed)
    bonus so he can therefore get more resources faster. More resources = faster
    and larger army production. See how that works?
    
    Also, a breakdown on how the bonus system can be applied to units.
    
    Aircraft - Bombers = B-122 Wyvern & Titan
    Aircraft - Fighters = Nebula Fighter & Phoenix Fighter/Bomber & Avenger
    Fighter/Bomber
    Aircraft - Helicopters = Sea King II Helicopter & Pegasus Transport &
    Spectre AT & Reaper Gunship
    Civ - Building, Walls & Towers = defensive bonuses & AA Missile Tower
    Cybers - Combat = Ares II & Hyperion II & Minotaur II & Pandora II & Zeus
    Cybers - Ultra = Apollo & Furies & Tempest & Hades & Poseidon
    Field Cannon & Anti-Tank Guns = Hercules AT Gun
    Infantry - Ranged = Guardian & Heavy Mortar
    Religion - Priests = Priest & Medic - Digital
    Religion - Prophets = Prophet
    Ships - Battleships & Carriers = Battleship - Leviathan & Carrier - Nexus
    Ships - Frigates & Cruisers = Frigate - Juggernaut & Cruiser - Sagittarian
    Ships - Galleys, Transports & Subs = Transport - Gargantua & Hammerhead
    Submarine & Triton Submarine
    Siege Weapons & Mobile AA = Paladin Cannon & Colossus Artillery & Skywatcher
    & Stinger Soldier
    Tanks = Centurion Tank
    Economy bonuses are always good as are Citizen bonuses too.
    
    Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
    hunting & foraging), Civ - General (conversion resistance), Ships - Frigates
    & Cruisers (attack, range), Siege Weapons & Mobile AA (attack, cost, rate of
    fire)
    
    Assyrian Empire = Citizens & Fishing Boats (range), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (farming, hunting & foraging),
    Civ - General (pop cap)
    
    Babylon = Citizens & Fishing Boats (hit points), Civ - Buildings, Walls &
    Towers (range), Civ - Economy (stone, wood), Religion - Prophets (range, speed)
    
    Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
    Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
    (pop cap), Infantry - Ranged (range, speed), Ships - Battleships & Carriers
    (attack, build time)
    
    Carthage = Citizens & Fishing Boats (cost), Civ - Economy (fishing, stone),
    Civ - General (mountain combat), Infantry - Ranged (armor, cost), Ships -
    Galleys, Transports & Subs (cost, range)
    
    Kingdom of Israel = Citizens & Fishing Boats (build time), Civ - Economy
    (fishing, iron), Religion Priests (build time, cost, hit points), Religion -
    Prophets (hit points, range), Ships - Battleships & Carriers (attack),
    Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports & Subs
    (attack)
    
    Austria = Citizens & Fishing Boats (attack, cost), Civ - Economy (hunting &
    foraging), Civ - General (conversion resistance), Field Cannon & Anti-Tank
    Guns (armor, build time, hit points)
    
    England = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (cost, range), Civ - Economy (fishing, gold), Infantry - Ranged (hit
    points, range), Ships - Battleships & Carriers (attack, build time), Siege
    Weapons & Mobile AA (hit points, rate of fire)
    
    Franks = Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy (gold,
    wood), Civ - General (conversion resistance), Religion - Prophets (cost,
    range), Siege Weapons & Mobile AA (attack, hit points) Kingdom of Italy =
    Citizens & Fishing Boats (cost), Civ - Buildings, Walls & Towers (build time,
    hit points), Civ - Economy (stone), Civ - General (mountain combat),
    Infantry - Ranged (cost, hit points), Religion - Priests (hit points, range,
    speed), Ships - Frigates & Cruisers (attack)
    
    Ottoman Empire = Citizens & Fishing Boats (build time, speed), Civ - Economy
    (farming, stone), Civ - General (pop cap), Field Cannon & Anti-Tank Guns
    (build time, cost), Religion - Priests (cost, hit points)
    
    Spain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers
    (range), Civ - Economy (farming, iron), Civ - General (mountain combat),
    Infantry - Ranged (attack, build time, hit points), Religion - Priests (hit
    points, range), Ships - Galleys, Transports & Subs (attack, cost, hit points)
    
    France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
    & Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
    Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)
    
    Germany = Aircraft - Bombers (cost, flight time), Aircraft - Fighters
    (attack, build time, hit points), Citizens & Fishing Boats (cost, hit
    points), Civ - Economy (stone), Ships - Galleys, Transports & Subs (attack,
    hit points, range), Tanks (armor, attack, hit points)
    
    Great Britain = Aircraft - Fighters (build time, cost, range), Citizens &
    Fishing Boats (speed), Civ - Buildings, Walls & Towers (attack, build time,
    range), Civ - Economy (gold, hunting & foraging), Field Cannon & Anti-Tank
    Guns (attack, hit points, speed), Ships - Frigates & Cruisers (build time,
    hit points, speed)
    
    Italy = Aircraft - Helicopters & Balloons (build time, range, speed), Civ -
    Buildings, Walls & Towers (attack, build time, range), Civ - Economy
    (farming, stone), Civ - General (conversion resistance), Field Cannon & Anti-
    Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons &
    Mobile AA (attack, hit points, rate of fire)
    
    Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
    Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
    (cost), Siege Weapons & Mobile AA (area damage, range), Tanks (armor, range)
    
    United States = Aircraft - Bombers (attack, flight time, speed), Aircraft -
    Fighters (flight time, range), Aircraft - Helicopters & Balloons (hit
    points), Citizens & Fishing Boats (attack, speed), Civ - Buildings, Walls &
    Towers (build time, cost), Civ - Economy (gold, iron), Civ - General (pop
    cap), Ships - Battleships & Carriers (hit points, range), Tanks (cost)
    
    China = Aircraft - Fighters (cost), Aircraft - Helicopters & Balloons
    (attack, build time, hit points), Citizens & Fishing Boats (cost), Civ -
    Economy (farming), Civ - General (pop cap), Cybers - Ultra (armor, build
    time, hit points), Field Cannon & Anti-Tank Guns (armor, cost, hit points),
    Ships - Galleys, Transports & Subs (attack), Tanks (attack)
    
    Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
    Walls & Towers (hit points, range), Civ - Economy (wood), Cybers - Combat
    (attack, range, speed), Cybers - Ultra (cost, hit points, speed), Siege
    Weapons & Mobile AA (hit points, range, rate of fire)
    
    Rebel Forces = Aircraft - Bombers (hit points, speed), Citizens & Fishing
    Boats (build time, range), Civ - Buildings, Walls & Towers (hit points),
    Civ - Economy (iron), Civ - General (mountain combat), Cybers - Combat (hit
    points, range), Infantry - Ranged (attack, range), Tanks (attack, range)
    
    Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
    (pop cap), Cybers - Combat (build time, cost), Cybers - Ultra (cost),
    Infantry - Ranged (armor, speed), Tanks (build time, speed)
    
    Korea = Aircraft - Fighters (attack, hit points), Civ - Economy (gold), Civ -
    General (mountain combat),
    
    Cybers - Combat (attack), Field Cannon & Anti-Tank Guns (build time),
    Infantry - Ranged (armor, hit points), Siege Weapons & Mobile AA (range, rate
    of fire), Tanks (attack)
    
    Civilization Specific Powers
    
    For the Nano epoch, these civilizations have these powers:
    
    Assyrian Empire = Slavery (I-XV)
    Babylon = Priest Towers (I-XV)
    Byzantine Rome = Insurance (I-XV)
    Carthage = Pathfinding (I-XV)
    Kingdom of Israel = Emissaries (I-XV)
    Austria = Adaptation (III-XV)
    England = Exploration (I-XV)
    Kingdom of Italy = Metallurgy (I-XV)
    Ottoman Empire = Expansionism (I-XV)
    France = Camouflage (I-XV)
    Great Britain = SAS Commando (X-XV)
    Italy = Paratroopers (XI-XV)
    Russia = Advanced Mining (I-XV)
    United States = Market (X-XV)
    China = Just In Time Manufacturing (I-XV)
    Novaya Russia = Missile Base (XIII-XV)
    Rebel Forces = Cloaking (I-XV)
    Korea = Fanaticism (I-XV) 
    
    
    -------------------------------------------------------------------------------
    XX    XX VV     VV          |
     XX  XX  VV     VV          |
      XXXX    VV   VV           | 2XV Space
     XX  XX    VV VV            |
    XX    XX    VVV             |
    -------------------------------------------------------------------------------
    
    Analysis
    
    Space, the final frontier, or is it? There is still the prospect of
    conquering time but for Empire Earth, space seems to be the final destination
    of this game (although time HAS been used in the Russian Campaign and the
    Hades cyber's Time Warp ability, so time may have been the near final
    frontier after all. Time will tell I guess). Warfare has become very
    devastating and even more complicated than before. There are 3 fronts of
    land, sea, and air now to contend with. Each front has its own challenges as
    well. Units also become more specialized with units for attacking specific
    types of targets (gameplay-wise at least). Air fighters are for attacking air
    targets while fighter/bombers attack air and ground while bombers attack only
    ground. And now, with the addition of all of the cyber lineup, even more
    specialization is going on. For the Civilization Specific Powers, Japan gains
    the Cyber Ninja unit. In the air, get used to the fighter and atomic bomber
    combo but the fighter may get replaced by the Helicopter or better yet, the
    Ares II cyber, depending on the player's taste. In the water, Carriers with
    Hammerhead Subs are now a common sight with possibly some Triton Submarines
    hanging around for protection now. On the ground, Spy Satellites as spotters
    for artillery and some ranged infantry units. Tanks now provide support for
    artillery and the Skywatcher for defense against air attacks. The space combo
    is the Capitol Ship and the Space Carrier. Another part is that in this epoch
    you can either play in space or in the water but not both in random map mode.
    You either get the icons for Space Dock and Space Turret or for the Dock and
    Naval Yard but not both at the same time. The space maps work just like a
    water map but with different graphics used. It is nice to play though and a
    good change. This is the last epoch of the Empire Earth series (unless
    another expansion gets released). There are also many add-ons available plus
    the ability to create your own so I guess Empire Earth can never be
    'finished'. But for official releases by Sierra, the Space Epoch is the final
    epoch at the time of this writing.
    
    Economy
    
    Wood is needed in this epoch but is becoming less needed overall. Food is
    needed again with those hungry cyber scientists sucking down the groceries
    and also for Citizens and Infantry plus epoching up. Wood is needed for
    boats, farming, and buildings. Gold is needed as well. Iron is needed as much
    as gold now. With air warfare, walls and towers are becoming much less
    important but can still be helpful on many maps. With the advent of artillery
    that can fire over walls though, the wall security of yesteryear is not as
    good. Iron and gold are the big necessities now and until the end of time
    (the last epoch ends in ? but starts in 2200).
    
    Remember too, more options means you need more resources.
    
    Unit resource breakdowns:
    
    Apollo = food & iron
    Ares II = food & gold
    Anti-Missile Battery = gold & iron
    Avenger - Carrier Plane = gold & iron
    B-122 Wyvern Bomber = gold & iron
    Battleship - Leviathan = gold & wood
    Canine Scout = food
    Carrier - Nexus = gold & wood
    Centurion Tank = food & iron
    Citizen = food
    Colossus Artillery = iron & wood
    Cruiser - Sagittarian = gold & wood
    Fishing Boat - Digital = wood
    Frigate - Juggernaut = iron & wood
    Furies = food & iron
    Hades = food & iron
    Hammerhead Submarine = iron & wood
    Heavy Mortar = food & gold
    Hercules AT Gun = gold & wood
    Hyperion II = food & gold
    Medic - Digital = food & gold
    Minotaur II = food & gold
    Nebula Fighter = gold & iron
    Paladin Cannon = iron & wood
    Pandora II = food & gold
    Pegasus Transport = gold & iron
    Phoenix Fighter/Bomber = gold & iron
    Planetary Fighter = gold & iron
    Poseidon = food & iron
    Priest = food & gold
    Prophet = food & gold
    Reaper Gunship = gold & iron
    Sea King II Helicopter = gold & iron
    Skywatcher = food & iron
    Space Capitol Ship = gold & iron
    Space Carrier = gold & iron
    Space Corvette = gold & iron
    Space Fighter = gold & iron
    Space Transport = gold & iron
    Spectre AT (Anti-Tank) = gold & iron
    Spy Satellite = gold & iron
    Stinger Soldier = food & gold
    Tempest = food & iron
    Titan Atomic Bomber = gold & iron
    Transport - Gargantua = wood
    Triton Submarine = gold & iron
    Watchman = food & iron
    Zeus = food & gold
    
    Building resource breakdowns
    
    AA Missile Tower = gold & wood
    Airport = wood
    Barracks = wood
    Cyber Factory = wood
    Cyber Laboratory = wood
    Dock = wood
    Farm = wood
    Fortress = wood
    Granary = wood
    Hospital = stone & wood
    House = stone & wood
    Naval Yard = wood
    Settlement = wood
    Siege Factory = wood
    Space Dock = wood
    Space Turret = gold & iron
    Tank Factory = wood
    Temple = stone & wood
    Tower = stone
    University = stone & wood
    Wall/Gate = stone
    
    Wonders can also be built (see here for description)
    
    Coliseum = gold & stone & wood
    Ishtar Gates = iron & stone & wood
    Library of Alexandria = gold & stone & wood
    Orbital Space Station* = gold & iron & wood
    Pharos Lighthouse = iron & stone & wood
    Temple of Zeus = iron & stone & wood
    Tower of Babylon = gold & stone & wood
    
    Note: you can either have the Pharos Lighthouse (water map) or Orbital Space
    Station (space map) depending on map type but you can not have both at the same
    time. 
    
    To start out, you'll need a couple Citizens * which you should start out
    with. Next objective is to build a Settlement Town Center then Capitol as
    needed. To upgrade from a Settlement to a Town Center requires 5 Citizens to
    populate the Settlement. After 10 Citizens populate a Town Center it becomes
    a Capitol. Adding more citizens adds a bigger morale bonus. From a Town
    Center or a Capitol (but not a Settlement) you can produce more Citizens or
    even the Canine Scout which can go through trees and makes a decent unit to
    "see what the Joneses are up to". Got to keep up with those Joneses you know.
    
    Also, try to keep a Settlement, Town Center or Capitol near resources so that
    the resources are gathered faster. Don't make the citizens have to walk too
    far.
    
    In this epoch starts something that may be confusing to some. The Spy
    Satellite is built at the Town Center and Capitol. The icon for this is which
    looks the same as an upgrade icon. It is a unit though and not an upgrade. It
    is located at the right side before the upgrades. The Spy Satellite is a
    great asset for scouting. It is also the only unit that can go into space
    before the Space Epoch (XV). It helps to provide a line of sight for
    artillery pieces and other long range units as well as a scout unit.
    
    Next is the house. The house makes your units stronger and more durable
    within range of the house. Houses help improve your defenses. Town Centers
    and Capitols also provide defensive bonuses as well.
    
    Towers, Walls & Gates (defense)
    
    
    
    *** After you get your economy going with food and wood
    production/collection, you'll want to start thinking about your defensive and
    military options. For defense, you need to make a choice between weaker
    wooden palisades, which are easier to make but not as durable, or the more
    durable stone variety. Unless tapped for stone, I recommend the stone
    defenses. In a pinch though use the wooden palisades. Remember also that wood
    burns and there is the Prophet's Fire Storm. The ability to create a gate
    from 5 inline walls exists. Walls should be used to slow down the enemy and
    are fairly quick and inexpensive to build. Walls can't fight back like Towers
    can but do serve well to slow down an enemy from getting to a place you don't
    want them to be. Also take note, trees and other obstacles make great
    boundaries for your village, town, and eventual (hopefully) prosperous city.
    Also note that Carthage's Pathfinding* ability negates this boundary strategy
    in The Art of Conquest Expansion. If coming from the Nano Epoch (XIV) you
    will need to upgrade from Laser Towers, Walls, and Gates to Space Towers,
    Walls, and Gates at the Town Center or Capitol.
    
    Priests/Prophets
    
    In all epochs, the Priests and Prophets are made at the Temple. The safeguard
    against Priests is the University. Units within range of a University can not
    be converted by Priests. Prophets can not do their 'voodoo' around a temple
    so there is protection against Prophets if you plan out making Temples for
    protection. Priests work well as defense now since the Universities your
    opponent probably has up cancel out any attack abilities. They are nice as
    defense though because the enemy comes into your camp and you get new units
    (even over your Pop Cap). The Prophet is still as useful as ever. Launch some
    of those 'voodoo' whoodoos when the opportunity arises then go back and
    recharge afterwards.
    
    There are two upgrades available in the Space Epoch. The first is Faith
    Healing which increases the Priest's hit points. The other is Quantum
    Theology which increases the Prophet's recharge rate.
    
    Military
    
    Heroes
    
    Hu Kwan Do is the Warrior Hero. Khan Sun Do is the Strategist Hero. See
    chapter XI in the Empire Earth manual for more information on heroes.
    
    Airport
    
    This is a very powerful building that produces powerful units. Fighters help
    keep the skies clean and bombers massively blow stuff up. Planes are fragile
    units but are also very devastating as well. There are four types of planes
    available but now there are helicopters thrown in as well. The first plane is
    the Nebula Fighter which rules the air. The next plane is the Phoenix
    Fighter/Bomber which can attack land and air but is not as damaging at either
    attack as the fighter or bomber are. Next is the B-122 Wyvern Bomber which
    blows up ground units but can't fight against air units. Finally is the new
    REALLY devastating plane, the Titan Atomic Bomber , be sure to watch the
    mushroom cloud of this one.
    
    You'll know this one by the gigantic flash of light beforehand. Kaboom!
    
    Next comes the helicopters. Helicopters repair when hovering over an airport
    but don't have to refuel like planes do. Therefore helicopters make great
    raiding units. First is the Sea King II which is great against submarines.
    Next is the Pegasus Transport which transports units. Next is the Spectre AT
    . And next, the Reaper Gunship. Finally, a new unit is the Planetary Fighter
    which can fly above land as well as through space. The Planetary Fighter
    doesn't require a space only type map to be built.
    
    Barracks
    
    The first Barracks unit is the Watchman. Another unit is the Heavy Mortar.
    Next is the Stinger Soldier. And finally, the useful Medic which heals units
    on the go instead of units having to go to the Hospital all the time (room
    service). Also, if you noticed a large poster that shipped with the game,
    there is a unit relationship chart included. Learn the unit relationships for
    better gameplay. In this epoch, things change a bit from previous epochs. It
    is a good idea to build several of each type to be prepared for any attack.
    You need to make the decision though of which road to take. Also, don't
    forget the improvements to hit points, speed, range and such. Improved units
    usually slaughter unimproved units. Improvements and upgrades give the
    advantage. If coming from the Nano Epoch (XIV) then you will need to upgrade
    the Guardian to the Watchman (but remember, "I'll be back" because the
    Watchman does look like a Terminator).
    
    Cyber Factory
    
    The Cyber Factory is new to this epoch. This building produces 'basic' cybers
    but each cyber has its advantages and disadvantages. See the enclosed Tech
    Tree foldout poster for unit relationships (or buy the strategy guide as well
    for more detailed listings). The first cyber is the Ares II which is an air
    unit making it very useful since many units can't fire at air units. The
    second cyber is the Pandora II. The third is the Hyperion II which has the
    ability to travel through the water. The next is the Minotaur II. The last
    unit (this epoch at least) is the Zeus which is like a siege weapon and a
    tank as far as cybers are concerned.
    
    Cyber Laboratory
    
    The Cyber Laboratory produces the 'unique cybers' that have special
    abilities. These aren't typical war machines but more 'finesse' machines that
    have awesome powers if used properly. Consult the Empire Earth manual for a
    description of these powers at the end of chapter VIII (page 118 if you want
    a shortcut here). The first cyber (and the first one that should be produced
    from here) is the Apollo which is not only an air unit but also 'heals' or
    better yet fixes your other cybers. You do want to have a few of these around
    when possible. The Apollo also has the Diffraction Shield and Ion Pulse
    (another useful weapon) abilities. The next unit is the Furies which is a
    robotic Kamikaze unit. Send it off to beat on a wall for a while, and if the
    enemy 'kills' it, it will explode as well as the regular damage it caused
    from just beating on the wall. It has an attack in addition to Self-Destruct,
    so use the attack first, THEN blow it up. You get much more damage that way
    out of it. The next unit is the Tempest which has a nasty attack in addition
    to its 'Prophet-like' Resonator and Anti-Matter Storm abilities. That sword
    of his ain't just for decoration. The next unit is the Hades which can Time
    Warp, Teleport, and use the Nano Virus. The last cyber produced in the Cyber
    Lab is the Poseidon which can convert enemy cybers to your side using
    Assimilate (a Cyber Priest so to speak). The Poseidon can also do the
    Refractive Cloak which is also nice to have to conceal your numbers.
    
    Dock
    
    Note that in The Art of Conquest Expansion, you need to be using a water map
    and not a space map to use the water. Running low on food? Try building a few
    Fishing Boats to pick up some extra food. Do you want to storm the beaches of
    another island? Try building some Transports to carry your land troops across
    the water. Next you have a full range of ships available to build but like
    other units, there are unit relationships where one unit has an advantage
    against another while having a weakness against another. The Battleship
    really shines out of all the ships to be built. Frigates have an attack
    against Submarines but are weak against Battleships. Another unit is the
    Cruiser which can attack air units such as the balloon. Battleships will
    usually be the main unit of your navy though because they are pretty durable
    but are also a bit expensive.
    
    Naval Yard
    
    The Naval Yard produces the 'exotic' navy items of Submarines and Carriers.
    Also, you need a water map and not a space map to use these units. You can
    only produce two ships in this epoch. One is the Hammerhead Submarine which
    is excellent against ships and boats. Another Submarine is the Triton
    Submarine which launches a 'cruise-type' missile that attacks land targets.
    Submarines are at a big disadvantage against the Frigate and Sea King II
    Helicopter however. The other item is the Nexus Carrier which produces
    Avenger Planes which are fighter/bomber planes that attack land, sea and air
    targets. Corsairs combined with the Carriers mobility on water means trouble.
    Basically, the carrier is a mobile airfield that can support up to 15 Avenger
    Fighter/Bomber type planes. Land planes at the Airport can NOT land on
    carriers since land planes are not designed for use on Carriers and Carrier
    Planes (Avengers) can NOT land at Airports. There is also a helicopter that
    can be produced here as well as at the Airport, the Sea King Helicopter which
    attacks subs.
    
    Siege Factory
    
    The first unit is the Hercules AT Gun. The next is the Paladin Cannon. And
    finally the Colossus Artillery. The Thor Anti-Tank Gun is good against
    Tanks. The Howitzer is a wall crusher. And the Colossus Artillery is another
    wall crusher. It is open to your style of play as to how you wish to attack
    your opponent's defenses. Siege weapons are to take out or bypass enemy
    defenses. A common tactic is to combine these units with Tanks so the Tanks
    provide protection for the fragile but very damaging cannons.
    
    Space Dock*
    
    If you use a space map and are in this epoch, then you can build one of these
    on the boundaries between land and space. This building produces spaceships
    and spacecraft. The first unit is the Space Capitol Ship which should
    comprise the bulk of your space units. The next unit is the Space Carrier
    which itself can't attack but can create Space Fighters which can attack both
    space and land units much like the Avenger for the sea style carrier. The
    next is the Space Corvette which usually becomes space fodder for the much
    more durable Capitol Ships. The last unit is the Space Transport which you
    use to transport land units across space.
    
    Tank Factory
    
    Tanks are slow but durable attack weapons. The only 'tank' now is the
    Centurion Tank. The next unit is the Skywatcher which is a mobile anti-air
    unit. The last unit is the Anti-Missile Battery which is very fragile but a
    must have unit if facing off against anyone using missile bases since it is
    the only unit that can defend against the 'ICBM' type missiles launched from
    Missile Bases. If facing off against Novaya Russia then the Anti-Missile
    Battery is a must have unit. Otherwise, in random map games, it won't be
    needed.
    
    Support Buildings
    
    Anti-Aircraft Artillery
    
    The AA (Anti-Aircraft) Missile Tower is an immobile ground based defense
    against aircraft.
    
    Fortress
    
    Ever think about getting a bunch of units ahead so that you don't have to
    wait around to build units after an enemy starts invading the crap out of you
    non stop? With Fortresses, you can stockpile pre-built armies so that you can
    in essence build over your Pop Cap. All units stored inside a Fortress do not
    count against your Pop Cap so you can then build more units. If you are at or
    over your Pop Cap, you can use Fortresses to store up soldiers for that rainy
    day. As your outside units start getting slaughtered, just pull units out of
    the Fortress(es). Instant pre-built reserves. You need to protect these
    structures though, because if they are destroyed while you are at your Pop
    Cap, the units inside a Fortress die (but if any gap in the Pop Cap, units
    are automatically jettisoned from the building on a last in - first out
    basis).
    
    Granary
    
     * Granaries are needed to make farms. If placed well, one Granary can plant
    the seeds for 8 farms all around it. There is also an option on the Granary
    to replant farms should any be destroyed. Farms have PILES of food and can
    also be populated like Settlements/Town Centers/Capitols. When 8 Citizens
    populate a Granary, the size of the Granary increases. Each Citizen
    populating a Granary (up to 8) helps to increase food production.
    
    There is one upgrade this epoch. Robotic Farm is an absolute must have since
    it allows you to not have to use citizens to farm anymore and provides
    constant food.
    
    Hospital
    
    Hospitals help heal your units when they get hurt in battle. Within a certain
    range of a Hospital, units start healing (shown with a green dot graphic).
    You should probably place a Hospital just behind the lines so that it doesn't
    get destroyed but also so that it is easier to get to for your hurt units.
    
    There is one upgrade at the Hospital in this epoch. Damage Control allows
    space units to self repair, so if waging a space war, this is a must have.
    
    Space Turret*
    
    The Space Turret is a great defense against Spaceships and Spacecraft. It can
    also only be built on the boundary between land (planets) and space.
    
    Teleporter*
    
    Pretty self explanatory. Allows you to teleport to somewhere on the map
    within sight of another of your own units. Use with caution because it takes
    a little bit to rematerialize. Is very useful for the larger maps to get
    around quicker but on smaller maps probably not a worthwhile building. It is
    available though
    
    University
    
    The University is for advanced research projects.
    
    There is one upgrade at the University in this epoch. Zero G Engineers
    increases the repair rate of the Space Dock.
    
    Civilizations and their bonuses (bonuses vary between different
    versions/updates)
    
    Note: How to determine which bonuses are right for you? Look at how you plan
    to play the battle. If you plan on walling yourself in then the Civ - Economy
    (stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out.
    If you plan on using lots of Priests then Religion - Priest bonuses and Civ -
    Economy (gold) bonuses are the way to go. Each civilization has its
    advantages and disadvantages throughout each epoch and each map type. Island
    maps will require ships and ships require wood, gold, and iron so not only
    the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well.
    There is no perfect civilization and even picking a civilization that may
    seem 'handicapped' usually does not decide a game's fate same as picking a
    seemingly advantaged civilization does not decide either, but it can help if
    facing a similar opponent and any edge you can get over some one else is a
    good thing I feel. The nice part of Empire Earth is that the game structure
    allows for miscalculations without any severe penalties. The other player's
    Ships may have better range but yours are faster so the range advantage is
    not very useful now because with the speed, the shots now miss most of the
    time. There is always a counter for everything available. Improvements give
    an advantage to a certain area. Also, the beginning civilization bonuses give
    an early advantage and a later advantage as well. Even though you may start
    out with a civilization bonus of Infantry - Ranged (range) you can still
    improve that range more with the unit improvement feature. So you start out
    with +2 but then improve twice more at +2 each time so now the range is +6
    whereas your opponent can only upgrade range twice and didn't have the
    starting Infantry - Ranged (range) bonus so can only get to a +4 range.
    However, his civilization started out with a Citizens & Fishing Boats (speed)
    bonus so he can therefore get more resources faster. More resources = faster
    and larger army production. See how that works?
    
    Also, a breakdown on how the bonus system can be applied to units.
    
    Aircraft - Bombers = B-122 Wyvern & Titan
    Aircraft - Fighters = Nebula Fighter & Phoenix Fighter/Bomber & Avenger
    Fighter/Bomber
    Aircraft - Helicopters = Sea King II Helicopter & Pegasus Transport & Spectre
    AT & Reaper Gunship
    Civ - Building, Walls & Towers = defensive bonuses & AA Missile Tower
    Cybers - Combat = Ares II & Hyperion II & Minotaur II & Pandora II & Zeus
    Cybers - Ultra = Apollo & Furies & Tempest & Hades & Poseidon
    Field Cannon & Anti-Tank Guns = Hercules AT Gun
    Infantry - Ranged = Guardian & Heavy Mortar
    Religion - Priests = Priest & Medic - Digital
    Religion - Prophets = Prophet
    Ships - Battleships & Carriers = Battleship - Leviathan & Carrier - Nexus
    Ships - Frigates & Cruisers = Frigate - Juggernaut & Cruiser - Sagittarian
    Ships - Galleys, Transports & Subs = Transport - Gargantua & Hammerhead
    Submarine & Triton Submarine
    Siege Weapons & Mobile AA = Paladin Cannon & Colossus Artillery & Skywatcher
    & Stinger Soldier
    Spacecraft - Space Fighters = Space Fighter & Planetary Fighter
    Spacecraft - Spaceships = Space Capitol Ship & Space Carrier & Space Corvette
    & Space Transport
    Tanks = Centurion Tank
    Economy bonuses are always good as are Citizen bonuses too.
     
    
    Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold,
    hunting & foraging), Civ - General (conversion resistance), Ships - Frigates
    & Cruisers (attack, range), Siege Weapons & Mobile AA (attack, cost, rate of
    fire)
    
    Assyrian Empire = Citizens & Fishing Boats (range), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (farming, hunting & foraging),
    Civ - General (pop cap)
    
    Babylon = Citizens & Fishing Boats (hit points), Civ - Buildings, Walls &
    Towers (range), Civ - Economy (stone, wood), Religion - Prophets (range, speed)
    
    Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings,
    Walls & Towers (cost, hit points), Civ - Economy (farming), Civ - General
    (pop cap), Infantry - Ranged (range, speed), Ships - Battleships & Carriers
    (attack, build time)
    
    Carthage = Citizens & Fishing Boats (cost), Civ - Economy (fishing, stone),
    Civ - General (mountain combat), Infantry - Ranged (armor, cost), Ships -
    Galleys, Transports & Subs (cost, range)
    
    Kingdom of Israel = Citizens & Fishing Boats (build time), Civ - Economy
    (fishing, iron), Religion Priests (build time, cost, hit points), Religion -
    Prophets (hit points, range), Ships - Battleships & Carriers (attack),
    Ships - Frigates & Cruisers (attack), Ships - Galleys, Transports & Subs
    (attack)
    
    Austria = Citizens & Fishing Boats (attack, cost), Civ - Economy (hunting &
    foraging), Civ - General (conversion resistance), Field Cannon & Anti-Tank
    Guns (armor, build time, hit points)
    
    England = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (cost, range), Civ - Economy (fishing, gold), Infantry - Ranged (hit
    points, range), Ships - Battleships & Carriers (attack, build time), Siege
    Weapons & Mobile AA (hit points, rate of fire)
    
    Franks = Civ - Buildings, Walls & Towers (attack, cost), Civ - Economy (gold,
    wood), Civ - General (conversion resistance), Religion - Prophets (cost,
    range), Siege Weapons & Mobile AA (attack, hit points)
    
    Kingdom of Italy = Citizens & Fishing Boats (cost), Civ - Buildings, Walls &
    Towers (build time, hit points), Civ - Economy (stone), Civ - General
    (mountain combat), Infantry - Ranged (cost, hit points), Religion - Priests
    (hit points, range, speed), Ships - Frigates & Cruisers (attack)
    
    Ottoman Empire = Citizens & Fishing Boats (build time, speed), Civ - Economy
    (farming, stone), Civ - General (pop cap), Field Cannon & Anti-Tank Guns
    (build time, cost), Religion - Priests (cost, hit points)
    
    Spain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers
    (range), Civ - Economy (farming, iron), Civ - General (mountain combat),
    Infantry - Ranged (attack, build time, hit points), Religion - Priests (hit
    points, range), Ships - Galleys, Transports & Subs (attack, cost, hit points)
    
    France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls
    & Towers (attack, hit points, range), Civ - Economy (gold, wood), Field
    Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged (attack, range)
    
    Germany = Aircraft - Bombers (cost, flight time), Aircraft - Fighters
    (attack, build time, hit points), Citizens & Fishing Boats (cost, hit
    points), Civ - Economy (stone), Ships - Galleys, Transports & Subs (attack,
    hit points, range), Tanks (armor, attack, hit points)
    
    Great Britain = Aircraft - Fighters (build time, cost, range), Citizens &
    Fishing Boats (speed), Civ - Buildings, Walls & Towers (attack, build time,
    range), Civ - Economy (gold, hunting & foraging), Field Cannon & Anti-Tank
    Guns (attack, hit points, speed), Ships - Frigates & Cruisers (build time,
    hit points, speed)
    
    Italy = Aircraft - Helicopters & Balloons (build time, range, speed), Civ -
    Buildings, Walls & Towers (attack, build time, range), Civ - Economy
    (farming, stone), Civ - General (conversion resistance), Field Cannon & Anti-
    Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons &
    Mobile AA (attack, hit points, rate of fire)
    
    Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls &
    Towers (attack), Civ - Economy (fishing, iron), Civ - General (pop cap),
    Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers
    (cost), Siege Weapons & Mobile AA (area damage, range), Tanks (armor, range)
    
    United States = Aircraft - Bombers (attack, flight time, speed), Aircraft -
    Fighters (flight time, range), Aircraft - Helicopters & Balloons (hit
    points), Citizens & Fishing Boats (attack, speed), Civ - Buildings, Walls &
    Towers (build time, cost), Civ - Economy (gold, iron), Civ - General (pop
    cap), Ships - Battleships & Carriers (hit points, range), Tanks (cost)
    
    China = Aircraft - Fighters (cost), Aircraft - Helicopters & Balloons
    (attack, build time, hit points), Citizens & Fishing Boats (cost), Civ -
    Economy (farming), Civ - General (pop cap), Cybers - Ultra (armor, build
    time, hit points), Field Cannon & Anti-Tank Guns (armor, cost, hit points),
    Ships - Galleys, Transports & Subs (attack), Tanks (attack)
    
    Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings,
    Walls & Towers (hit points, range), Civ - Economy (wood), Cybers - Combat
    (attack, range, speed), Cybers - Ultra (cost, hit points, speed), Siege
    Weapons & Mobile AA (hit points, range, rate of fire)
    
    Rebel Forces = Aircraft - Bombers (hit points, speed), Citizens & Fishing
    Boats (build time, range), Civ - Buildings, Walls & Towers (hit points),
    Civ - Economy (iron), Civ - General (mountain combat), Cybers - Combat (hit
    points, range), Infantry - Ranged (attack, range), Tanks (attack, range)
    
    Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General
    (pop cap), Cybers - Combat (build time, cost), Cybers - Ultra (cost),
    Infantry - Ranged (armor, speed), Spacecraft - Space Fighters (hit points),
    Spacecraft - Spaceships (build time, cost, speed), Tanks (build time, speed)
    
    Korea = Aircraft - Fighters (attack, hit points), Civ - Economy (gold), Civ -
    General (mountain combat), Cybers - Combat (attack), Field Cannon & Anti-Tank
    Guns (build time), Infantry - Ranged (armor, hit points), Siege Weapons &
    Mobile AA (range, rate of fire), Spacecraft - Space Fighters (attack, build
    time, speed), Spacecraft - Spaceships (attack), Tanks (attack)
    
    Civilization Specific Powers
    
    For the Space epoch, these civilizations have these powers:
    
    Assyrian Empire = Slavery (I-XV)
    Babylon = Priest Towers (I-XV)
    Byzantine Rome = Insurance (I-XV)
    Carthage = Pathfinding (I-XV)
    Kingdom of Israel = Emissaries (I-XV)
    Austria = Adaptation (III-XV)
    England = Exploration (I-XV)
    Kingdom of Italy = Metallurgy (I-XV)
    Ottoman Empire = Expansionism (I-XV)
    France = Camouflage (I-XV)
    Great Britain = SAS Commando (X-XV)
    Italy = Paratroopers (XI-XV)
    Russia = Advanced Mining (I-XV)
    United States = Market (X-XV)
    China = Just In Time Manufacturing (I-XV)
    Novaya Russia = Missile Base (XIII-XV)
    Rebel Forces = Cloaking (I-XV)
    Japan = Cyber Ninja (XV)
    Korea = Fanaticism (I-XV)
    
    
     ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____
    /_____//____/|                                                   /_____//____/|
    |  ___|  ___/                                                    |  ___|  ___/
    | <___| <___/|                  3. - Map Types                   | <___| <___/|
    |  ___|  ___/					                 |  ___|  ___/
    | <___| <___/|                                                   | <___| <___/|
    |_____|_____/					                 |_____|_____/
                """"""""""""""""""""""""""""""""""""""""""""""""""""""
    
    There are 7 types of maps in the original Empire Earth plus an additional
    5 more map types added in the Art of Conquest Expansion for a total
    of 12 different map types. I am only going to give general descriptions
    as to what the map types are and what they contain. 
    
    +--------------------+--------+-----------------------------------------------+
    | Map type           | Water? | Description                                   |
    |--------------------+--------+-----------------------------------------------|
    | Continental        | Yes    | The Continental map type is mainly a land map |
    |                    |        | with water around the outside of the map.     |
    |                    |        | This is a general all around map type.        |
    | Highlands          | No     | A map with lots of mountains and hills.       |
    | Large Islands      | Yes    | Each player is given a large island with lots |
    |                    |        | of space to build.                            |
    | Mediterranean      | Yes    | A map with water in the centre, the opposite  |
    |                    |        | of continental                                |
    | Plains             | No     | A flat empty map allowing lots of space to    |
    |                    |        | build.                                        |
    | Small Islands      | Yes    | Each player is given a small island with not  |
    |                    |        | much space to build.                          |
    | Tournament Islands | Yes    | Each player is given a small island with not  |
    |                    |        | much space to build and there are also lots   |
    |                    |        | of extra islands to capture and battle on.    |
    | Planets Earth      | No     | A round area of land surrounded by space.     |
    |                    |        | Sort of like a Space Continental type map.    |
    | Planets Large      | No     | Each player is given a large planet.          |
    | Planets Mars       | No     | The same as Planets Earth except red.         |
    | Planets Satellite  | No     | The space equivalent of tournament islands,   |
    |                    |        | players are given a medium size planet with 1 |
    |                    |        | or more islands to battle on.                 |
    | Planets Small      | No     | Each player has a small planet and smaller    |
    |                    |        | planets are available to battle on.           |
    +--------------------+--------+-----------------------------------------------+
    
    
    
     ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____
    /_____//____/|                                                   /_____//____/|
    |  ___|  ___/                                                    |  ___|  ___/
    | <___| <___/|                   4. - Wonders                    | <___| <___/|
    |  ___|  ___/					                 |  ___|  ___/
    | <___| <___/|                                                   | <___| <___/|
    |_____|_____/					                 |_____|_____/
                """"""""""""""""""""""""""""""""""""""""""""""""""""""
    
    4. Wonders. 
    
    There are 6 wonders in total, 7 including the expansion Space Station. They are
    very expensive and give a special bonus. They can only be built when the player
    has reached the Copper epoch.
    
    +-----------------------+------------+------------+------+------+-------------+
    | Name                  | Power name | Effect     | HP   | LOS  | Cost        |
    |-----------------------+------------+------------+------+------+-------------|
    | Coliseum              | Spectacl   | +20%       |      |    4 | 1000 Gold,  |
    |                       |            | allied Pop |      |      | 1000 Stone, |
    |                       |            | Cap. -20%  |      |      | 1000 Wood   |
    |                       |            | enemy Pop  |      |      |             |
    |                       |            | Cap.       |      |      |             |
    | Pharos Lighthouse     | Guiding    | Lifts fog  | 3500 |    4 | 1000 Iron,  |
    |                       | Light      | of war     |      | (50  | 1000 Stone, |
    |                       |            | over areas |      | over | 1000 Wood   |
    |                       |            | of water   |      | wate |             |
    |                       |            | within 50  |      |      |             |
    |                       |            | tiles.     |      |      |             |
    | Temple of Zeus        | Sanctity   | Player's   | 3500 |    4 | 1000 Iron,  |
    |                       |            | units      |      |      | 1000 Stone, |
    |                       |            | self-heal  |      |      | 1000 Wood   |
    |                       |            | automatica |      |      |             |
    | Ishtar Gates          | Safe       | +200%      | 3500 |    4 | 1000 Iron,  |
    |                       | Guard      | Building   |      |      | 1000 Stone, |
    |                       |            | Hit        |      |      | 1000 Wood   |
    |                       |            | Points.    |      |      |             |
    | Library of Alexandria | Survey     | Reveals    | 3500 |    4 | 1000 Gold,  |
    |                       |            | all fully  |      |      | 1000 Stone, |
    |                       |            | constructe |      |      | 1000 Wood   |
    |                       |            | enemy      |      |      |             |
    |                       |            | buildings. |      |      |             |
    | Tower of Babylon      | Revelati   | Player's   | 3500 |    4 | 1000 Gold,  |
    |                       |            | priests    |      |      | 1000 Stone, |
    |                       |            | convert    |      |      | 1000 Wood   |
    |                       |            | with an    |      |      |             |
    |                       |            | area       |      |      |             |
    |                       |            | effect.    |      |      |             |
    | Orbital Space Station | Starwars   | Morale     | 3500?| tba  | tba         |
    |                       |            | boost for  |      |      |             |
    |                       |            | all space  |      |      |             |
    |                       |            | units      |      |      |             |
    +-----------------------+------------+------------+------+------+-------------+
    
    
     ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____
    /_____//____/|                                                   /_____//____/|
    |  ___|  ___/                                                    |  ___|  ___/
    | <___| <___/|                  5. - Resources                   | <___| <___/|
    |  ___|  ___/					                 |  ___|  ___/
    | <___| <___/|                                                   | <___| <___/|
    |_____|_____/					                 |_____|_____/
                """"""""""""""""""""""""""""""""""""""""""""""""""""""
    
    There are five resources that can be collected in Empire Earth. On space maps,
    the wood/tree resource is replaced with 'carbon' but it is basically the same
    thing just a different name is all. As far as anyone knows, trees don't exist
    on Mars, so it had to be changed to something else and carbon sounds good to
    me too.
    
    All resources are essential in some way. In the early epochs, iron is not
    needed whereas in the later epochs, stone becomes nearly obsolete. Resource
    priority should revolve around what you are trying to do. If trying to build
    up your economy, food becomes the priority for making citizens to forage and
    hunt for food, chop wood, mine the other resources. Wood becomes important
    for buildings and for some units, so that should be #2 priority when starting
    out. If going defensive, stone comes next as it allows towers and such which
    help protect you from invaders and act as an early warning that you are being
    attacked. Many times the towers get taken down but it lets you know where
    someone is and the tower does kind of delay the enemy. Gold and iron if or as
    needed after that. Always try to get as much of each as possible and always
    try to have the full amount of people (6) harvesting as much resource as
    possible (without cutting into your military that you need to maintain
    through the PopCap [Population Capacity]). Remember also, that each resource
    you control is a resource that your opponent doesn't have. That is also why
    your resources are essential to protect because without them, you have no
    future. Without a military to protect those resources, you have no future
    either. Resources need to have a purpose. Collect with a plan. If you need
    more wood and less gold then move some from gold over to wood. The game
    really is "fighting" but is really a lot of management as well. The best
    generals and military leaders are good resource managers. You can know the
    terrain and where to attack and all, but without the troops in the area to
    carry out that plan, the plan is kind of worthless. Also, without the proper
    military and upgrades, the plan will most likely fail as well (but not always
    either). You need to keep track of everything and get a 'plan' going. People
    think tanks and planes and stuff but really, without having the resources to
    make them, the plan becomes just a dream as Stalin marches all over your
    beaches and bombards your undefended capitol. If no one is there mining the
    iron to build the bombers, the bombers can't be built. Work with a plan, but
    a flexible plan in case something else comes along. Always be prepared for
    the worst, because sooner or later it WILL happen.
    
    
    -------------------------------------------------------------------------------
        S     |
      SSSSS   |
     SS S     |
      SSSSS   | 5a. Food
        S SS  |
     SSSSSS   |
        S     |
    -------------------------------------------------------------------------------
    
    The first resource is food. Food is used for epoching up and creating certain
    military units. Infantry, archers, medics, cavalry, heroes, priests,
    prophets, citizens, support units (diplomats and such), cybers (hey, the
    creators of computer stuff are WELL known for putting away loads of food),
    some tanks, and many upgrades use food. Food sources include:
    
    fish, forage patch, farm, rice patty^, cyber farm*, chicken, deer, eagle,
    elephant, giraffe, goat, hippopotamus, horse, ostrich, tiger, walrus, wolf.
    
    So that means hunting, farming, and fishing. Hunting doesn't require anything
    except a citizen. Farming requires some wood (not much though) to build the
    farm with. Once you create a farm, the food resource of 300,000 most likely
    will not run out. If the farm is destroyed however, you need to reinvest
    resources into building those farms again. Best to keep your farms and other
    resources protected. Fishing uses a boat which requires wood as well. Fishing
    boats can't fight back so they need protection as well.
    
    Note also that if you don't exterminate all of an animal, they create more.
    So a few horses left unhunted can gradually become a herd so long as not
    hunted to extinction. Some animals (like wolves, elephants, and such) have an
    attack and it might be better to hunt them into extinction than to get
    messages about being attacked now and then. What? You never had giraffe steak
    or baked hippo surprise? Well, now's your chance... (well, a chance for your
    citizens to enjoy it at least).
    
    
    -------------------------------------------------------------------------------
        S     |
      SSSSS   |
     SS S     |
      SSSSS   | 5b. Wood
        S SS  |
     SSSSSS   |
        S     |
    -------------------------------------------------------------------------------
    
    Wood is the possible 'short supply' resource on a map. Trees, unlike animals,
    don't grow back. So once they are gone, they don't come back. Also, each tree
    isn't 300,000 wood so they can possibly run out (unlikely but possible). Wood
    is mainly used in most buildings, siege weapons (catapults and such), archers,
    ships, and upgrades to most of these as well.
    
    And in the space maps, wood becomes carbon. Carbon is harvested just like wood
    is and is also just as likely to possibly run out.
    
    
    -------------------------------------------------------------------------------
        S     |
      SSSSS   |
     SS S     |
      SSSSS   | 5c. Stone
        S SS  |
     SSSSSS   |
        S     |
    -------------------------------------------------------------------------------
    
    Stone is used pretty much for defensive structures like towers, walls, and
    gates. Stone is also used for wonders but primarily is the defense structure
    resource. In tournament mode, walls and towers aren't as durable but they are
    still useful in any game mode. Towers help alert you to attacks and also, when
    used properly, slow down the opponent so that you can bring in your defensive
    forces to deal with these barbaric invaders on your soil. Stone is mined from a
    stone mine.
    
    
    -------------------------------------------------------------------------------
        S     |
      SSSSS   |
     SS S     |
      SSSSS   | 5d. Gold
        S SS  |
     SSSSSS   |
        S     |
    -------------------------------------------------------------------------------
    
    Gold is pretty much like the money of the resources. Gold is used for many
    upgrades and for many different units. Gold is also used for some wonders.
    Priests, prophets and many of their upgrades revolve around gold. To build a
    strong army and to do research, gold is essential.
    
    
    -------------------------------------------------------------------------------
        S     |
      SSSSS   |
     SS S     |
      SSSSS   | 5e. Iron
        S SS  |
     SSSSSS   |
        S     |
    -------------------------------------------------------------------------------
    
    Iron is pretty much needed for armored type units like tanks, strong ships, and
    also for upgrades and such. A couple wonders also require iron as well. Iron is
    needed for a strong army and really needed with gold if you wish to develop an
    air force in the later epochs. 
    
    
     ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____
    /_____//____/|                                                   /_____//____/|
    |  ___|  ___/                                                    |  ___|  ___/
    | <___| <___/|               6. - Special Powers                 | <___| <___/|
    |  ___|  ___/					                 |  ___|  ___/
    | <___| <___/|                                                   | <___| <___/|
    |_____|_____/					                 |_____|_____/
                """"""""""""""""""""""""""""""""""""""""""""""""""""""
    
     1. - Adaptation
     2. - Advanced Mining
     3. - Bundeswehr
     4. - Camouflage
     5. - Cloaking
     6. - Conquistadors
     7. - Crusaders
     8. - Cyber Ninja
     9. - Emissaries
    10. - Expansionism
    11. - Exploration
    12. - Fanaticism
    13. - Flaming Arrows
    14. - Insurance
    15. - Just In Time Manufacturing
    16. - Market
    17. - Metallurgy
    18. - Missile Base
    19. - Paratroopers
    20. - Pathfinding
    21. - Priest Tower
    22. - SAS Commando
    23. - Slavery
    
    
     -----------------------------------------------------------------------------
    
    
                                        1.
    
                                    *ADAPTATION*
    
                                  Costs: 15 Civ Points
                                 Epochs: COPPER -> SPACE
                              Offensive: 1/10
                              Defensive: 4/10
                                Overall: 3/10
                               Hex Code: F906
    Description:
        Enables you to have the enemy's powers and civilization bonuses by
    converting settlements or town centres.
    1 settlement/town centre converted = one bonus stolen.
        A very long and painful process, not really worth it. It has been used well
    in diplomatic games where someone temporarily unallies someone to convert a
    town centre to take their powers. Can work well in Prehistoric epoch games as
    religion is powerful at that time.
    Very fiddly power, difficult to use but can work on some occasions.
    
    
     ------------------------------------------------------------------------------
    
    
                ,                                                     ,
                 \                         2.                        /
                 ||                                                 ||
     C:::::::::::||                 *ADVANCED MINING*               ||:::::::::::>
                 ||                                                 ||
                 /                   Costs: 25 Civ Points            \
                `                   Epochs: ALL                       `
                                 Offensive: NA/10
                                 Defensive: NA/10
                                   Overall: 4/10
                                  Hex Code: EF06
    Description:
        Enables faster mining, and lets you have 7 citizens on 1 mine, instead of
    the usual 6. Not the best of powers, but can be useful if you want huge amounts
    of iron/gold/stone for planes or towers. May only work best in no rush type
    games.
    
    
     -----------------------------------------------------------------------------
    
    
                                           3.
    
                                      *BUNDESWEHR*
    
                                     Costs: 5 Civ Points
                                    Epochs: INDUSTRIAL -> MODERN
                                 Offensive: 4/10
                                 Defensive: 6/10
                                   Overall: 3/10
                                  Hex Code: F206
    Description:
        Lets you convert citizens to crappy weak partisan for 40 iron. The only
    special thing about it is that it's instant...
        I can't see any use for this, as it kills your economy in the process. One
    good thing about it is that it's only 5 civilization points! But also greatly
    increases the cost of the powers if you want to add them to your civilization.
    
    
     -----------------------------------------------------------------------------
    
    
                                           4.
    
                                      *CAMOUFLAGE*
    
                                     Costs: 25 Civ Points
                                    Epochs: ALL
                                 Offensive: 8/10
                                 Defensive: 3/10
                                   Overall: 6/10
                                  Hex Code: F106
    Description:
        Allows idle military units to become cloaked automatically. Also works on
    the battle field as the enemy cant see your units unless up-close. Very
    effective power if combined with the correct military units. Doesn't apply to
    all units.
    
    
     -----------------------------------------------------------------------------
    
    
                                           5.
    
                                      *CLOAKING*
                                     Costs: 25 Civ Points
                                    Epochs: ALL
                                 Offensive: 0/10
                                 Defensive: 10/10
                                   Overall: 5/10
                                  Hex Code: F806
    Description:
        Cloaks your town for 19 seconds. Cloak button is on capitol. Can be life
    saving in some situations, but as its limited to only your capitol it is
    totally useless in the offensive sector.
        Best used on no rush islands games. This power is vital to achieve the rub
    off cloaking glitch; see Glitches FAQ.
    
    
     -----------------------------------------------------------------------------
    
    
       |        !?
       |
       + \                                 6.
       \\.G_.*=.
        `(H'/.\|                    *CONQUISTADORS*
         .>' (_--.
       _=/d  ,^\                     Costs: 5 Civ Points
      ~~ \)-'  '                    Epochs: MIDDLE -> INDUSTRIAL
         / |                     Offensive: 8/10
        '  '                     Defensive: 8/10
                                   Overall: 6/10
                                  Hex Code: FB06
    Description:
        Allows cavalry to have a HUGE Line of Sight, and can be temporarily
    increased a little for a small amount of time.
    Most useful in deathmatches, but can be a pest as units auto attack what they
    see.
    Great power if used well. And its only 5 civilization points, bargain!
    
    
     -----------------------------------------------------------------------------
    
    
                                           7.
    
                                      *CRUSADERS*
    
                                     Costs: 15 Civ Points
                                    Epochs: BRONZE -> INDUSTRIAL
                                 Offensive: 8/10
                                 Defensive: 3/10
                                   Overall: 5/10
                                  Hex Code: E906
    Description:
        Changes your infantry to glowing infantry, which can convert enemy units,
    difficult power to use, rather poor and underpowered power.
        Very fiddly, not many people use this but it is needed to produce the
    Infinite Fanatiscm glitch, see Glitches FAQ;
    http://www.gamefaqs.com/features/recognition/49375.html
    
    
     -----------------------------------------------------------------------------
    
    
                                           8.
     cxxxxx{;;;;;;;;;;;;;;;;;;;;;>                  <;;;;;;;;;;;;;;;;;;;;;}xxxxx)
                                     *CYBER NINJA*
    
                                     Costs: 15 Civ Points
                                    Epochs: SPACE
                                 Offensive: 7/10
                                 Defensive: 2/10
                                   Overall: 3/10
                                  Hex Code: F606
    Description:
        A cloaked ninja-women that can temporarily disable buildings using her
    "logic bomb". She is built from the barracks. She also has a sword which isn't
    very good as basically everything in space is using lasers by then.
    Not the best of all powers, but can be fun to use.
    
    
     -----------------------------------------------------------------------------
    
    
           __                               9.                    __
          /_/\/\                                                 /_/\/\
          \_\  /                      *EMISSARIES*               \_\  /
          /_/  \                                                 /_/  \
          \_\/\ \                    Costs: 20 Civ Points        \_\/\ \
             \_\/                   Epochs: ALL                     \_\/ !?
                                 Offensive: 7/10
                                 Defensive: 3/10
                                   Overall: 4/10
                                  Hex Code: EB06
    Description:
        Instead of priests being built from your temple, emissaries are, exactly
    the same as priests except they are camouflaged, meaning they are invisible to
    the enemy unless a unit is close enough to them.
        VERY annoying to the enemy, are a lot of hassle, but can be put to good use
    if the user is good with them. Not recommended for newbies.
    
    
     -----------------------------------------------------------------------------
    
    
           _____                            10.                     ___
      ,-``"_____"``-,                                           ...(___)...
     ((((___   ___))))                *EXPANSIONISM*         ,.`___ | | ___`.,
     |`-.___`-`___.-`|                                       | /.:.:| |:.:.\ |
      `-.____.____.-`                Costs: 30 Civ Points    | \____._.____/ |
                                    Epochs: ALL              |`-.___( )___.-`|
                                 Offensive: NA/10            |       V       |
                                 Defensive: NA/10             `-.___-+-___.-`
                                   Overall: 10/10
                                  Hex Code: FA06
    Description:
        By far the most useful power available, it makes it so you only build town
    centres instead of settlements, a must have power if you plan on building a
    large base. It increases, citizen production, resource gathering rates, these
    are two main things which are vital to have a good economy.
    
    
     -----------------------------------------------------------------------------
    
    
         .--.
        .+--+..                            11.
       /  N   \\
      |   |    ||                    *EXPLORATION*
      |W  o   E||                                               .-.  .-.
      |   '    ||                    Costs: 5 Civ Points       /  /_/  /|
       \  S   //                    Epochs: ALL               /_ /_/__//
        \____//                  Offensive: 4/10             |()|/|()|/
                                 Defensive: 2/10              ``   ``
                                   Overall: 5/10
                                  Hex Code: EC06
    Description:
        Reveals large area surrounding capitol for 1 second, used for maps which
    have blackness all over them (fog of war).
        Limited power, but very effective if used with a rush and you need to find
    your resources and the enemy's location fast!
    
    
     -----------------------------------------------------------------------------
    
    
                                           12.
    
                              >__<    *FANATICISM*    >__<
    
                                     Costs: 15 Civ Points
                                    Epochs: ALL
                                 Offensive: 8/10
                                 Defensive: 4/10
                                   Overall: 7/10
                                  Hex Code: EA06
    Description:
        Makes infantry attack larger for a certain amount of time, but cuts 20% of
    HP whilst doing so. Can be repeated. This can work very well using the correct
    kind of infantry, best used with grenadiers. Overall nice power.
    A devastating power if used in large numbers, but long range siege can kill
    fanatic infantry.
    
    
     -----------------------------------------------------------------------------
    
    
     \\\\\___________________\"-._         13.      _.-"/___________________/////
     /////~~~~~~~~~~~~~~~~~~~/.-'` *FLAMING ARROWS* `'-.\~~~~~~~~~~~~~~~~~~~\\\!?
    
                                     Costs: 25 Civ Points
                                    Epochs: COPPER -> RENAISSANCE
                                 Offensive: 6/10
                                 Defensive: 3/10
                                   Overall: 5/10
                                  Hex Code: E606
    Description:
        Allows bowman to fire one flaming arrow when it has enough power. Can work
    in large numbers, but generally not very useful in the battle field. Best used
    on walls/towers in Standard Variant games.
    
    
     -----------------------------------------------------------------------------
    
    
                                           14.
    
                                      *INSURANCE*
    
                                     Costs: 20 Civ Points
                                    Epochs: ALL
                                 Offensive: NA/10
                                 Defensive: NA/10
                                   Overall: 4/10
                                  Hex Code: ED06
    Description:
        You get a small sum of resources every time you lose a unit/building. The
    sum is VERY small and not really worth it, this power can work but is a joke
    compared to the other powers available. And it only works when you lose stuff,
    so it's totally useless without losing stuff to begin with...
    
    
     -----------------------------------------------------------------------------
    
    
       ( ) ( )                             15.
        `_^_'
        / |,\                  *JUST IN TIME MANUFACTURING*
       |- ' -|
        \_,_/                        Costs: 20 Civ Points
        /___\!?                     Epochs: ALL
                                 Offensive: 5/10
                                 Defensive: 5/10
                                   Overall: 6/10
                                  Hex Code: FC06
    Description:
        Allows you to instantly build any unit at a building, for double the price.
    Very handy if you're being attacked by one type of unit. E.g. being attacked by
    bombers, instantly build fighters or being attacked by fighters, instantly
    build Halftrack.
        Great power in no rush games. Not so good in Deathmatch because you have to
    wait 2 minutes before it lets you use it.
    
    
     -----------------------------------------------------------------------------
    
    
             ___                           16.
       _,.-"`   `"-.,_
      /    |\/|      /|                 *MARKET*
     /_,.-"`..`"-.,_/i|
     ||'"```  ```"'|ii|              Costs: 20 Civ Points
     ||IIIIIIIIIII||ii|             Epochs: World War 1 -> Space
     ||IIIIIIIIIII||ii|          Offensive: NA/10
     ||IIIIIIIIIII||i/           Defensive: NA/10
     |_____________|/              Overall: 8/10
                                  Hex Code: F506
    Description:
        A small expensive building which you can trade any resource for another.
    Most useful if your lacking a certain resource. Best used in no rush type
    games. Commonly used to get stone quicker for wonders or towers.
    
    
     -----------------------------------------------------------------------------
    
    
                                           17.
    
                                     *METALLURGY*
    
                                     Costs: 30 Civ Points
                                    Epochs: ALL
                                 Offensive: NA/10
                                 Defensive: NA/10
                                   Overall: 6/10
                                  Hex Code: EE06
    Description:
        Lets you use iron & gold simultaneously, as one resource. Superb for
    rushing with, and most likely its primary use. Many people get confused on how
    to use this power, it is AUTOMATIC meaning if you overspend your iron the game
    will automatically start using your gold that you have available. There is no
    seperate button you press to enable it, it is all automatic.
    Best in short-term, not so good in the long-term.
    
    
     -----------------------------------------------------------------------------
    
    
                                                                      ,:
                                                                    ,' |
                                           18.                     /   :
                                                                __/   /
                                     *MISSILE BASE*             \/ />/
                                                                /  </_\
                                     Costs: 15 Civ Points    __/   /
                                    Epochs: DIGITAL -> SPACE )'-. /
                                 Offensive: 10/10           ./  :\
                                 Defensive: 3/10            /.' '
                                   Overall: 8/10           /
                                  Hex Code: F706         '/' !?
    Description:
        Allows you to build a missile base to create missiles. The missiles just
    need the "Line of Sight" of anything to hit it. Kills nearly anything in one
    hit. A very lethal power, totally devastating to navy's and fleets. Nothing
    can stop a missile hitting ships.
        Missile batteries (built from tank factory) can destroy a missile in one
    hit though, this is the only defence against them.
    
    
     -----------------------------------------------------------------------------
    
    
       '   '                                                              '   '
     '   '   '                                                          '   '   '
      .-'`'-.                              19.                           .-'`'-.
     (_______)                                                          (_______)
      \  |  /                        *PARATROOPERS*                      \  |  /
       \ | /                                                              \ | /
        \o/                           Name: Paratroopers                   \o/
        -|-                          Costs: 15 Civ Points                  -|-
        /`\                         Epochs: World War 2 -> Space           /`\
                                 Offensive: 9/10
                                 Defensive: 2/10
                                   Overall: 8/10
                                  Hex Code: F406
    Description:
        For a large sum of 320 iron, food and 100 gold you can build a plane which
    can drop a bunch of marines in an enemies base. This power is DEADLY if used as
    a rush on an islands map.
        You can enhance this power by adding cost reduction/build time decrease/-
    speed on Aircraft - Bombers of your civilization.
    This is an excellent power if used in the correct manor, and is the #1 power if
    you enjoy "eco-killing".
    
    
     -----------------------------------------------------------------------------
    
    
                                           20.
    
                                     *PATHFINDING*
    
                                     Costs: 25 Civ Points
                                    Epochs: ALL
                                 Offensive: 8/10
                                 Defensive: 2/10
                                   Overall: 6/10
                                  Hex Code: F406
    Description:
        Walk through trees, forests and up mountains where other ground units cant
    reach. Most useful before renaissance age, because guns shoot into trees or up
    mountains. Commonly used with bowman or crossbows hiding in trees or on top
    of mountains shooting at units which cannot reach them. But beware, barbarians
    can travel through trees, but not up mountains!
    
    
     -----------------------------------------------------------------------------
    
    
        .-,                                                                .-,
      8` |  `8                             21.                           8` |  `8
      `-.+.-`                                                            `-.+.-`
        | |                          *PRIEST TOWER*                        | |
       |\_/|                                                              |\_/|
      |\___/|                        Costs: 30 Civ Points                |\___/|
      |\___/|                       Epochs: ALL                          |\___/|
     |\_____/|                   Offensive: 4/10                        |\_____/|
     |\ | | /|                   Defensive: 9/10                        |\ | | /|
      `-,_,-`                      Overall: 9/10                         `-,_,-`
                                  Hex Code: E806
    Description:
        A tower which costs gold and wood to build. It converts any  unit within
    its range to the owners side. The range of the towers increases later in the
    game, so space age has very large range priest towers. The only way to block
    priest towers is by building a University. This power is considered to be
    overpowered, mainly because the towers are quite cheap to build, and they
    don't stop converting units even if your are over population limit. Best used
    in prehistoric or stone epoch where universities can't be built..
    Prophets quaking them seems to be the only counter in Prehistoric/Stone age.
    
    
     -----------------------------------------------------------------------------
    
    
            __                                                           __
          ()__)+.-.                        22.                         ()__)_.-.
      _.-' ()__) _/]                                               _.-' ()__) _/]
     // _.-' .---)\_                *SAS COMMANDOS*               // _.-' .---)\_
      //`--;`    \_!?                                              //`--;`    \_!?
                                     Costs: 15 Civ Points
                                    Epochs: World War 1 -> Space
                                 Offensive: 7/10
                                 Defensive: 4/10
                                   Overall: 7/10
                                  Hex Code: F306
    Description:
        Infantry costing only 40 gold & iron, they plant bombs and can take out a
    building with 2-5 bombs.
    They can SWIM as far as they want, and are great for sneaking up the back of
    enemies islands, good eco-killing too.
    But beware, if the enemy has a large air force or tanks, they will be easily
    slaughtered!
    
    
     -----------------------------------------------------------------------------
    
    
                                           23.
    
                                       *SLAVERY*
    
                                     Costs: 10 Civ Points
                                    Epochs: ALL
                                 Offensive: NA/10
                                 Defensive: NA/10
                                   Overall: 3/10
                                  Hex Code: E706
    Description:
    Gives you a free citizen at capitol every time an enemy loses a citizen.
    Good in the very short term, useless in the long term. Observe:
    
           1st enemy citizen death  =  1st citizen received at capitol
           2nd enemy citizen death  =  2nd citizen received at capitol
           4th enemy citizen death  =  3rd citizen received at capitol
           8th enemy citizen death  =  4th citizen received at capitol
          16th enemy citizen death  =  5th citizen received at capitol
          32nd enemy citizen death  =  6th citizen received at capitol
          64th enemy citizen death  =  7th citizen received at capitol
         128th enemy citizen death  =  8th citizen received at capitol
         256th enemy citizen death  =  9th citizen received at capitol
         512th enemy citizen death  = 10th citizen received at capitol
       1,024th enemy citizen death  = 11th citizen received at capitol
       2,048th enemy citizen death  = 12th citizen received at capitol
       4,096th enemy citizen death  = 13th citizen received at capitol
       2,048th enemy citizen death  = 14th citizen received at capitol
       8,192th enemy citizen death  = 15th citizen received at capitol
      16,384th enemy citizen death  = 16th citizen received at capitol
      32,768th enemy citizen death  = 17th citizen received at capitol
      65,536th enemy citizen death  = 18th citizen received at capitol
     13,1072th enemy citizen death  = 19th citizen received at capitol
     26,2144th enemy citizen death  = 20th citizen received at capitol
    
    and so on..
    
    By viewing that, we can see you get 7 free citizens for killing 64 enemy
    citizens, totally worthless!
    
        On very rare occasions, this power can come in handy, for example in "slut"
    rushes. "Slut" rush is the slang term used to rush the enemy with very
    few military units minutes into the beginning of the game. Useless in the
    long-term.
    
    
     ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____
    /_____//____/|                                                   /_____//____/|
    |  ___|  ___/                                                    |  ___|  ___/
    | <___| <___/|       7. - Misc Units Not in Random Map           | <___| <___/|
    |  ___|  ___/					                 |  ___|  ___/
    | <___| <___/|                                                   | <___| <___/|
    |_____|_____/					                 |_____|_____/
                """"""""""""""""""""""""""""""""""""""""""""""""""""""
    
    Animals
    
    chicken, deer, dolphin, eagle, elephant, fish, flies, giraffe, goat, hippo,
    horse, ostrich, shark, tiger, vermin, walrus, and wolf.
    
    Military Units (only available in scenarios/campaigns)
    
    Note also, only unit names given, since they are campaign/scenario only units
    game roles may vary depending on how they are used.
    
    This page is done more to show the extra units that you may not see if you
    only play random map or multiplayer type games.
    
    Many units do not appear in the campaigns that ship with Empire Earth and The
    Art of Conquest Expansion pack.
    
    Advanced Mining Unit*, Albatross D.V. Fighter, Artifact, Ashikagu Arquebus,
    Black Robe, British Infantry, Cargo Plane, Cargo Truck, Catalina*, Catapult
    Ship - Bronze, Catapult Ship
    
    Celtic Warrior*, Centurion*, Child (I - III), Child (IV - V), Child (VI -
    IX), Child (X - XV), Chinese Infantry, Companion Cavalry, Court Jester
    (Gollet), Dauntless*, Diplomat (I - III), Diplomat (IV - V), Diplomat (VI -
    IX), Diplomat (X - XV), Dune Patrol*, Egyptian Warrior*, Engineer, F-80
    Fighter/Bomber, F-86 Fighter, FW 190 Fighter
    
    Gallic Warrior*, German Infantry, German Machine Gun, Golden Hind, Huskarl,
    Incan Warrior, Japanese Carrier*, Japanese Zero*, LST*
    
    ME 110 Bomber, MiG-15 Fighter, Mining Unit*, Moorish Cavalry, Moorish
    Infantry, P-38 Lightning, Persian Immortal, Radio Man*, Riot Police*, Roman
    Legionnaire*, Roman Senator*, Royal Guard, Samurai, Senator*
    
    Shock Trooper, Sopwith Triplane, Spanish Cavalry, Spanish Infantry, Spy,
    Staff Car, Standard Bearer*, Trojan Horse, UFO, Yamato Capitol Ship*, Zeus II
    
    Heroes that are only available in scenarios/campaigns^ These are heroes that
    don't appear in regular games and are for campaign/scenario play.
    
     Titus Labenius*, Achilles, Gaius Marius*, Greek Captain*, Hierakles,
    Pericles, Sulla*, The Pope, Black Prince, El Cid, Tariq, William on Foot,
    Duke of Wellington, Manfred von Richtofen in Plane (Red Baron), Hauptmann
    Durer/Prophet Durer, German Officer, "Bulldog" Ramsey*, Lt. Stock*, Black
    Robe Officer, Grigor Stoyanovich, Grigor II (Command Unit), General Bhuta
    Kwai*
    
    Arc Light, Bamboo Gate*, Bamboo Tower*
    
    Bamboo Wall*, Barbed Wire
    
    Buckingham Palace
    
    Buddha Statue, Castle Keep, Castle Walls & Towers, Computer, Control Panel,
    Crate*
    
    Eiffel Tower, Espionage Headquarters, Flag, FTL (Faster Than Light) Research
    Center*, Gas Light
    
    Greek Ruins, Hot Springs, Hydroponics Lab*, Iwo Jima Statue #1*, Iwo Jima
    Statue #2*, Lighthouse, Maoi Statue, Minaret
    
    Missile Base (XI - XIII), Missile Base (XIV - XV), Mosque, Mounted Statue,
    Naval Mine*, Nike Statue, Obelisk*, Oil Drum*
    
    Olmec Statue, Pagoda, Pillbox, RADAR Center, Sandbag #1*, Sandbag #2*,
    Street Lamp, Tank Barrier
    
    Pyramid*
    
    Tar Pit, Tent, Time Machine, Tower of London, Tumbleweed
    
    * denotes unit/building only available in the Empire Earth - The Art of
    Conquest add-on pack.
    
    ^ denotes unit/building only available in
    campaign/scenario play.
    
    
    
    
     ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____
    /_____//____/|                                                   /_____//____/|
    |  ___|  ___/                                                    |  ___|  ___/
    | <___| <___/|              8. - Notes/references                | <___| <___/|
    |  ___|  ___/					                 |  ___|  ___/
    | <___| <___/|                                                   | <___| <___/|
    |_____|_____/					                 |_____|_____/
                """"""""""""""""""""""""""""""""""""""""""""""""""""""
    
    
    -------------------------------------------------------------------------------
    
    8a. Developer features
    
    -------------------------------------------------------------------------------
    
    Features of Empire Earth
    ========================
    
    Taken from the Empire Earth manual
    
    * Epic scope - spans over 500,000 years from the discovery of fire
      to laser technology and beyond.
    
    * 14 different Epochs - replay all of human history or just the
      span of time that interests you.
    
    * Train more than 200 different kinds of units.
    
    * Battle on land, air, and sea - in addition to armies, you can
      build wide varieties of ships and aircraft.
    
    * Fight wars of the future with advanced robotic and anti-gravity
      units using secret weapons.
    
    * Enlist great historical Heroes - such as William the Conqueror
      and Napoleon - to enhance your military abilities.
    
    * Customize your military units by improving their strength or
      equipment.
    
    * Play in Standard mode for a more-strategic empire building game
      or tournament mode for faster-paced action.
    
    * Have your Prophets devastate opponents by calling down Calamities
      such as volcanic eruptions, earthquakes, and deadly plagues.
    
    * Engage in historic siege warfare - breach an enemy's walls with
      catapults, rams, and siege towers.
    
    * Increase the morale of your soldiers to improve their offensive
      and defensive capabilities.
    
    * Match wits with the cunning AI or coordinate attacks with your
      computer-player allies.
    
    * Construct 20 types of buildings and research 150 technologies.
      A helpful technology tree foldout is included.
    
    * Temples, Universities, and other buildings provide additional
      defensive measures beyond simple walls and towers.
    
    * Create your own civilization from 100 different attributes or
      choose from 21 predefined civilizations.
    
    * Different paths to victory, including military conquest and
      constructing Wonders of the World.
    
    * Six different Wonders, each with its own special power.
    
    * Special effects such as a day/night cycle, weather, translucent
      water, smoke, and special attack effects.
    
    * Experience expertly balanced gameplay - each unit has its
      strengths and weaknesses.
    
    * Gather 5 different resources that vary in importance depending
      on your strategy.
    
    * Play four epic single-player campaigns that each follow a
      civilization's extraordinary rise to power.
    
    * Training scenarios guide you through the basics of game play.
    
    * Gorgeous random maps of various types and sizes for the
      ultimate replayability.
    
    * Create your own original maps, scenarios, campaigns, and even
      in-game movies with the included editors.
    
    
    Features of Empire Earth - The Art of Conquest Expansion
    ========================================================
    
    Taken from the manual (note requires the original, full version
    of Empire Earth to play).
    
    * An epoch set in the far reaches of outer space.
    
    * Three single-player campaigns that bring you from the Roman
      Empire to World War II to the future.
    
    * Two more heroes to help you in your quest for supremacy.
    
    * Two new civilizations to guide.
    
    * Unique capabilities for all civilizations.
    
    * More buildings, including a new Wonder.
    
    * More units, from flaming arrows to a spy satellite.
    
    
    -------------------------------------------------------------------------------
    
    8b. Patches
    
    -------------------------------------------------------------------------------
    
    Empire Earth Patches.
    
    v1.0.4.0 Empire Earth patch
    ===========================
    
    * Fixed a crash when players were scrolling along the edge of the
      map.
    
    * Fixed a crash that could occur upon exiting the Civilization
      Builder.
    
    * Fixed a crash that could occur if the chat window was brought up
      twice.
    
    * Fixed a crash that would result from excessively long chat
      messages.
    
    * Fixed a crash that would occur if a Target Cyber was both being
      converted and time warped at the same instant.
    
    * Fixed a bug that prevented the right ctrl key from being
      registered properly.
    
    * Fixed a building hit point calculation bug that would result
      from the destruction of a player's Ishtar Gates.
    
    * Fixed a few random map issues that would result in uneven player
      start position with the Plains map.
    
    * Fixed a bug where the game audio would sometimes cease to play.
    
    * Fixed a bug where the computer player AI could sometimes build
      over its pop cap.
    
    * Fixed a couple issues that could result with players losing
      their connection upon game start.
    
    * Improved granularity of the mouse - increased the top speed
      while also better handling accuracy issues on fickle mice.
    
    * Fixed a bug where the @ symbol could not be entered on some
      non-English keyboard layouts.
    
    * Fixed a bug where the random map generator would fail on
      non-English language systems.
    
    
    v2.0.0.0 Empire Earth patch
    ===========================
    
    * Single-Player Difficulty Setting
    
    * New Multiplayer Lobby
    
    * (undocumented) Adds ability to change player color in
      random map mode - no more just playing as blue.
    
    
    -------------------------------------------------------------------------------
    
    8c. Technology list
    
    -------------------------------------------------------------------------------
    
    Technology Tree - Empire Earth
    
    
    Prehistoric Age (I)
    -------------------
    
    TEMPLE
    Mysticism (+60% Prophet HP)
    Sandals (+1 Prophet Speed)
    
    
    Stone Age (II)
    --------------
    
    CAPITOL
    Hafted Tools (+15% Stone Gathering)
    
    TEMPLE
    Shamanism (+1 Prophet Range)
    Ancestor Worship (+1 Temple Range)
    Ceremonial Burial (+100% Priest HP)
    
    
    Copper Age (III)
    ----------------
    
    CAPITOL
    Fine-Edged Tools (+15% Hunting/Foraging)
    Hand Axe (+15% Wood Gathering)
    Upgrade -> Copper Age Towers
    
    GRANARY
    Irrigation (+15% Farming)
    
    HOSPITAL
    Herbal Medicines (+70% Citizen/Dog HP, +3 Citizen Attack)
    
    TEMPLE
    Mythology (+1 Priest Speed)
    Polytheism (+1 Priest Range)
    
    UNIVERSITY
    Oil Lamp (+1 Building LOS)
    
    
    Bronze Age (IV)
    ---------------
    
    CAPITOL
    Metal Casting (+15% Gold Gathering)
    Hardened Chisel (+15% Iron Gathering)
    Upgrade -> Bronze Age Walls/Towers
    
    HOSPITAL
    Hippocratic Oath (+Hospital Rate and Range)
    
    TEMPLE
    Oracle (+1 Prophet Speed)
    Monotheism (+1 Temple Range)
    
    UNIVERSITY
    Pulley (+50% Building HP)
    Philosophy (+1 University Range)
    
    
    Dark Age (V)
    ------------
    
    CAPITOL
    Falconry (+15% Hunting/Foraging)
    Iron Saw (+15% Wood Gathering)
    
    HOSPITAL
    Comparative Anatomy (+42% Citizen/Dog HP and +2 Citizen Attack)
    Pharmacy (+1 Citizen Speed)
    Sanitation (+5 Pop Cap)
    
    TEMPLE
    Sainthood (+1 Prophet Range)
    Prophecy (+40% Prophet HP)
    Excommunication (+1 Priest Range)
    
    UNIVERSITY
    Commercial Law (-50% Tribute Cost)
    Cofferdam (+100% Dock Repair Rate)
    
    
    Middle Age (VI)
    ---------------
    
    CAPITOL
    Amalgamation (+15% Gold Gathering)
    Shaft Mining (+15% Iron Gathering)
    Upgrade -> Medieval Walls/Towers
    
    GRANARY
    Wheeled Plow (+15% Farming)
    
    TEMPLE
    Crusades (+1 Temple Range)
    Indulgences (+1 Priest Speed)
    Inquisition (+50% Priest HP)
    
    UNIVERSITY
    Bulls-Eye Lantern (+1 Building LOS)
    Law School (+1 University Range)
    
    
    Renaissance (VII)
    -----------------
    
    CAPITOL
    Windlass (+15% Stone Gathering)
    
    HOSPITAL
    Human Anatomy (+30% Citizen/Dog HP and +2 Citizen Attack)
    Quarantine (+Hospital Rate and Range)
    
    TEMPLE
    Tarot (+1 Prophet Speed)
    Astrology (+1 Prophet Range)
    Printing Press (Priest Can Convert Priests)
    
    
    Imperial Age (VIII)
    ---------------
    
    CAPITOL
    Land Conservation (+15% Hunting/Foraging)
    Forestry (+15% Wood Gathering)
    Upgrade -> Imperial Age Walls/Towers
    
    HOSPITAL
    Orthopedics (+1 Citizen Speed)
    Chemical Drugs (+5 Pop Cap)
    
    TEMPLE
    Occultism (+25% Prophet HP)
    Reformation (+1 Priest Range)
    Missionaries (Priests Can Convert Buildings)
    
    UNIVERSITY
    Strengthened Concrete (+33% Building HP)
    Scientific Method (+1 University Range)
    Dry Dock (+150% Dock Repair Rate)
    
    
    Industrial Age (IX)
    -------------------
    
    CAPITOL
    Steam Engine (+15% Gold Gathering)
    Mining Explosives (+15% Iron Gathering)
    
    GRANARY
    Enclosure (+15% Farming)
    
    HOSPITAL
    Pasteurization (+20% Citizen/Dog HP and +3 Citizen Attack)
    Anesthesia (+Hospital Rate and Range)
    
    TEMPLE
    Sunday School (+1 Temple Range)
    Religious Tolerance (+25% Priest HP)
    
    UNIVERSITY
    Gas Lamp (+1 Building LOS)
    
    
    Atomic Age - WWI (X)
    --------------------
    
    CAPITOL
    Hammer Drilling Rigs (+15% Stone Gathering)
    Upgrade -> Concrete Walls/Towers
    
    HOSPITAL
    Vitamins (+1 Citizen Speed)
    
    TEMPLE
    Radio Services (+1 Priest Speed)
    
    UNIVERSITY
    Civil Liberties (+1 University Range)
    
    
    Atomic Age - WWII (XI)
    ----------------------
    
    CAPITOL
    Environmental Law (+15% Hunting/Foraging)
    Mechanized Logging (+15% Wood Gathering)
    
    HOSPITAL
    DNA Research (+30% Citizen/Dog HP and +3 Citizen Attack)
    Vaccinations (+5 Pop Cap)
    
    TEMPLE
    Televangelism (+1 Priest Range)
    
    UNIVERSITY
    Scuba Repairs (+80% Dock/Naval Yard Repair Rate)
    
    
    Atomic Age - Modern (XII)
    -------------------------
    
    CAPITOL
    Hydraulic Mining (+15% Gold Gathering)
    Basic Oxygen Furnace (+15% Iron Gathering)
    
    GRANARY
    Pesticides (+15% Farming)
    
    HOSPITAL
    MRI (+Hospital Rate and Range)
    
    TEMPLE
    Religious Resurgance (+20% Priest HP)
    
    UNIVERSITY
    Building Codes (+25% Building HP)
    
    
    Digital Age (XIII)
    ------------------
    
    CAPITOL
    Self-Sufficiency (+15% Hunting/Foraging) note: not in Expansion
    Upgrade -> Laser Walls/Towers
    
    HOSPITAL
    Genetic Engineering (+20% Citizen/Dog HP and +3 Citizen Attack)
    
    TEMPLE
    Virtual Services (+1 Priest Speed)
    
    UNIVERSITY
    Digital Library (+1 University Range)
    
    
    Nano Age (XIV)
    --------------
    
    CAPITOL
    Atom Manipulation (+15% Gold Gathering)
    Core Mining (+15% Iron Gathering)
    
    GRANARY
    Hydroponics (+15% Farming)
    
    HOSPITAL
    Cybernetics (+1 Citizen Speed)
    Anti-Aging Pill (+5 Pop Cap)
    
    TEMPLE
    Mind Control (+20% Priest Recharge Rate)
    
    
    Space Age (XV)
    --------------
    
    CAPITOL
    Upgrade -> Space Walls/Towers
    
    GRANARY
    Robotic Farm (No Citizens needed for farming)
    
    HOSPITAL
    Damage Control (Space units heal selves)
    
    TEMPLE
    Faith Healing (Increases Priest Hit Points)
    Quantum Theology (Increases Prophet Recharge Rate)
    
    UNIVERSITY
    Zero G Engineers (+15% Space Dock Repair Rate)
    
    
    -------------------------------------------------------------------------------
    
    8d. Hotkey table
    
    -------------------------------------------------------------------------------
    +---------------------------+-------------------------------------------------+
    | Key                       | Action                                          |
    |---------------------------+-------------------------------------------------|
    | View Keys                 |                                                 |
    | Up Arrow                  | Scroll Up                                       |
    | Down Arrow                | Scroll Down                                     |
    | Left Arrow                | Scroll Left                                     |
    | Right Arrow               | Scroll Right                                    |
    | Right Bracket ']'         | Zoom In                                         |
    | Left Bracket '['          | Zoom Out                                        |
    | Period                    | Follow Unit                                     |
    | F2                        | Toggle through perspective Zoom modes           |
    | F5                        | Toggle through 3 Show Hidden Units modes        |
    | F9                        | Take a Screen Shot with the User Interface      |
    | Shift-F9                  | Take a Screen Shots without the User Interface  |
    | Ctrl-F9                   | Take a Low Resolution Screen Shot of the Entire |
    |                           | Map                                             |
    | Alt-F9                    | Take a High Resolution Screen Shot of the       |
    |                           | Entire Map                                      |
    | Space                     | Move to location of last player event (keep     |
    |                           | pressing to review the queue of recent events)  |
    | Key                       | Action                                          |
    | Selection Keys            |                                                 |
    | Tab                       | idle Citizen                                    |
    | Comma                     | Idle Military Unit                              |
    | A                         | Idle Atomic Bomber                              |
    | B                         | Idle Bomber                                     |
    | D                         | Idle Fighter/Bomber                             |
    | F                         | Idle Fighter                                    |
    | Ctrl-#                    | Create group #                                  |
    | Shift-#                   | Add selection to group #                        |
    | Alt-#                     | Select and center group #                       |
    | #                         | Seelct group # (Press the group's number)       |
    | ##                        | Select and center group # (Press number twice)  |
    | H                         | Select and center Town Center                   |
    | Ctrl-A                    | Select and center Archery Range                 |
    | Ctrl-B                    | Select and center Barracks                      |
    | Ctrl-C                    | Select and center Siege Factory                 |
    | Ctrl-D                    | Select and center Dock                          |
    | Ctrl-F                    | Select and center Tank Factory                  |
    | Ctrl-G                    | Select and center Granary                       |
    | Ctrl-I                    | Select and center Missile Base (Campaigns Only) |
    | Ctrl-N                    | Select and center Settlement                    |
    | Ctrl-Q                    | Select and center Airport                       |
    | Ctrl-R                    | Select and center Cyber Factory                 |
    | Ctrl-S                    | Select and center Stable                        |
    | Ctrl-V                    | Select and center Naval Yard                    |
    | Ctrl-X                    | Select and center Cyber Lab                     |
    | Ctrl-Y                    | Select and center Temple                        |
    | Key                       | Action                                          |
    | Game Commands             |                                                 |
    | Numpad+                   | Increase Game Speed                             |
    | Numpad-                   | Decrease Game Speed                             |
    | Esc                       | Cancels Current Input or Action Mode (exits     |
    |                           | cinematics in scenarios)                        |
    | Enter                     | Chat                                            |
    | F1                        | Return to Scenario Editor (When in Test Mode)   |
    | F3                        | Pause                                           |
    | F4                        | Quick Save                                      |
    | Shift-F4                  | Quick Load                                      |
    | Ctrl-F4                   | Auto Save Load                                  |
    | F10                       | In-Game Options                                 |
    | F11                       | Toggle Display of Game Clock/Speed and Frame    |
    |                           | Rate                                            |
    | Alt-F                     | Enter Flare Mode                                |
    | Page Up                   | Previous Messages                               |
    | Ctrl-Shift-Z              | All out "Banzai" computer player attack -       |
    |                           | allied computer players will assist you (single |
    |                           | player only)                                    |
    | Ctrl-Alt-Z                | All out "Banzai" computer player attack -       |
    |                           | allied computer players will not assist you     |
    |                           | (single player only)                            |
    | Key                       | Action                                          |
    | Unit Commands             |                                                 |
    | Shift                     | Show Goal Queue/Add Goal to Queue (with other   |
    |                           | key)                                            |
    | B                         | Unit Behaviors                                  |
    | G                         | Garrison / Populate a Building                  |
    | L                         | Explore                                         |
    | M                         | Formations                                      |
    | P                         | Stop                                            |
    | D                         | Unload Transport / Fortress                     |
    | Z                         | Patrol (Land Military Units Only)               |
    | Del                       | Kill First Selected Unit                        |
    | Shift-Del                 | Kill All Selected Units                         |
    | Unit Behaviors            |                                                 |
    | Alt-A                     | Agressive                                       |
    | Alt-D                     | Defend (Stand Ground)                           |
    | Alt-G                     | Guard (Guards a location)                       |
    | Alt-S                     | Scout                                           |
    | Citizens                  |                                                 |
    | A                         | Build Archery Range or AA Gun                   |
    | B                         | Build Barracks                                  |
    | C                         | Build Siege Factory                             |
    | D                         | Build Dock                                      |
    | E                         | Build House                                     |
    | F                         | Build Tank Factory                              |
    | J                         | Build Granary / Farms                           |
    | N                         | Build Settlement                                |
    | O                         | Build Fortress                                  |
    | Q                         | Build Airport                                   |
    | R                         | Build Cyber Factory                             |
    | S                         | Build Stable                                    |
    | T                         | Build Tower                                     |
    | U                         | Build University                                |
    | V                         | Build Naval Yard                                |
    | W                         | Build Wall                                      |
    | X                         | Build Cyber Lab                                 |
    | Y                         | Build Temple                                    |
    | Z                         | Build Hospital                                  |
    | Priests                   |                                                 |
    | C                         | Convert                                         |
    | Prophets                  |                                                 |
    | A                         | Plague                                          |
    | C                         | Hurricane                                       |
    | E                         | Earthquake                                      |
    | F                         | Firestorm                                       |
    | R                         | Malaria                                         |
    | V                         | Volcano                                         |
    | Tempest                   |                                                 |
    | A                         | Anti-Matter Storm                               |
    | R                         | Resonator                                       |
    | Hades                     |                                                 |
    | E                         | Teleport                                        |
    | T                         | Time Warp                                       |
    | V                         | Nano-Virus                                      |
    | Apollo                    |                                                 |
    | C                         | Ion Pulse                                       |
    | R                         | Repair                                          |
    | S                         | Diffraction Shield                              |
    | Furies                    |                                                 |
    | D                         | Self-Destruct                                   |
    | Poseidon                  |                                                 |
    | C                         | Assimilate                                      |
    | Transports                |                                                 |
    | D                         | Unload                                          |
    | Strategist Heroes         |                                                 |
    | C                         | Battle Cry                                      |
    | Key                       | Action                                          |
    | Buildings                 |                                                 |
    | I                         | Set Rally Point                                 |
    | Town Center / Capitol (H) |                                                 |
    | C                         | Create Citizen                                  |
    | E                         | Train Strategist Hero                           |
    | R                         | Train Warrior Hero                              |
    | B                         | Produce Spotting Balloon                        |
    | D                         | Train Canine Scout (Dog)                        |
    | A                         | Research Epoch Advance                          |
    | G                         | Research Gold Mining Technologies               |
    | N                         | Research Hunting / Foraging Technologies        |
    | S                         | Research Iron Mining Technologies               |
    | T                         | Research Stone Mining Technologies              |
    | U                         | Research Wall & Tower Upgrades                  |
    | W                         | Research Wood Cutting Technologies              |
    | Archery Range (Ctrl-A)    |                                                 |
    | A                         | Train Foot Archers                              |
    | C                         | Train Chariot and Cavalry Archers               |
    | E                         | Train Ranged Spear Throwers                     |
    | F                         | Train Elephant Archer                           |
    | X                         | Train Crossbow Man                              |
    | Barracks (Ctrl-B)         |                                                 |
    | A                         | Train Ranged Shock (Gun) Units and Sampson      |
    | B                         | Train Grenade Launcher and Bazooka              |
    | C                         | Train Medics                                    |
    | D                         | Train Elite Guard                               |
    | E                         | Train Pierce (Spear) Units and Flame Thrower    |
    | F                         | Train hand Cannoneer and Mortars                |
    | G                         | Train Machine Gunner                            |
    | N                         | Train Barbarian                                 |
    | R                         | Train Sharp-shooters and Snipers                |
    | S                         | Train Melee Shock (Sword) Units and Stinger     |
    |                           | Soldier                                         |
    | T                         | Train Partisan                                  |
    | V                         | Train Viking                                    |
    | W                         | Train Rock Thrower                              |
    | Dock (Ctrl-D)             |                                                 |
    | B                         | Build Battleships                               |
    | C                         | Build Cruisers (Anti-Air)                       |
    | D                         | Build Frigates                                  |
    | F                         | Build Fishing Boats                             |
    | G                         | Build Galley/Galleons                           |
    | T                         | Build Transports                                |
    | Stable (Ctrl-S)           |                                                 |
    | C                         | Train Shock (Melee) Cavalry                     |
    | E                         | Train Pierce (Spear) Cavalry                    |
    | F                         | Train War Elephant                              |
    | G                         | Train Gun Cavalry                               |
    | S                         | Train Persian Cavalry                           |
    | Siege Factory (Ctrl-C)    |                                                 |
    | A                         | Build Anti-Tank (AT) Guns                       |
    | B                         | Build Artillery                                 |
    | C                         | Build Siege Weapons                             |
    | E                         | Build Field Cannon                              |
    | G                         | Build Siege Cannon                              |
    | R                         | Build Rams                                      |
    | S                         | Build Field Weapons (pre-gunpowder)             |
    | T                         | Build Siege Towers                              |
    | Navy Yard (Ctrl-V)        |                                                 |
    | C                         | Build Aircraft Carriers                         |
    | G                         | Build Sea Kings (Anti-Sub)                      |
    | S                         | Build Attack Submarines                         |
    | T                         | Build Nuclear-Powered Missile Submarines        |
    | Tank Factory (Ctrl-F)     |                                                 |
    | F                         | Build Mobile AA Units                           |
    | S                         | Build Armor-Piercing (AP) Tanks                 |
    | T                         | Build High-Explosive (HE) Tanks                 |
    | Airport (Ctrl-Q)          |                                                 |
    | V                         | Set Atomic Bomber Rally Point                   |
    | X                         | Set Bomber / Helicopter Rally Point             |
    | Z                         | Set Fighter Rally Point                         |
    | A                         | Build Atomic Bombers                            |
    | C                         | Build Anti-Tank (AT) Helicopters                |
    | E                         | Build Gunship Helicopters                       |
    | F                         | Build Fighter / Bombers                         |
    | G                         | Build Sea Kings (Anti-Sub)                      |
    | R                         | Build Transport Helicopters                     |
    | S                         | Build Fighters                                  |
    | T                         | Build Anti-Tank (AT) Airplanes                  |
    | Aircraft Carrier (Ctrl-Q) |                                                 |
    | F                         | Build Fighter / Bombers                         |
    | Cyber Factory (Ctrl-R)    |                                                 |
    | A                         | Build Ares Cybers                               |
    | C                         | Build Pandora Cybers                            |
    | R                         | Build Hyperion Cybers                           |
    | T                         | Build Minotaur Cybers                           |
    | Z                         | Build Zeus Cybers                               |
    | Cyber Lab (Ctrl-X)        |                                                 |
    | A                         | Build Apollo Cyber                              |
    | D                         | Build Hades Cyber                               |
    | E                         | Build Poseidon Cyber                            |
    | F                         | Build Furies Cyber                              |
    | T                         | Build Tempest Cyber                             |
    | Temple (Ctrl-Y)           |                                                 |
    | E                         | Train Priest                                    |
    | R                         | Train Prophet                                   |
    | A                         | Research Techs to Increase Temple Range         |
    | B                         | Research Tech to Allow Conversion of Buildings  |
    | C                         | Research Tech to Allow Conversion of Priests    |
    | D                         | Research Techs to Increase Prophet Speed        |
    | F                         | Research Techs to Increase Priest Hit Points    |
    | M                         | Research Techs to Increase Priest Recharge Rate |
    | N                         | Research Techs to Increase Prophet Range        |
    | P                         | Research Techs to Increase Prophet Hit Points   |
    | S                         | Research Techs to Increase Priest Speed         |
    | T                         | Research Techs to Increase Priest Range         |
    | University                |                                                 |
    | B                         | Research Techs to Increase Building Line of     |
    |                           | Sight                                           |
    | F                         | Research Techs to Increase Hit Points           |
    | R                         | Research Techs to Increase University Range     |
    | S                         | Research Techs to Increase Rate of Repair at    |
    |                           | Dock                                            |
    | T                         | Research Tech to Decrease Cost of Tributes      |
    | Hospital                  |                                                 |
    | A                         | Research Techs to Increase Citizen Attack and   |
    |                           | Hit Points                                      |
    | C                         | Research Techs to Increase Your Pop Cap         |
    | R                         | Research Techs to Increase Hospital Healing     |
    |                           | Rate                                            |
    | S                         | Research Techs to Increase Citizen Speed        |
    | Granary                   |                                                 |
    | F                         | Research Techs to Increase Farming Rate         |
    | R                         | Replant Farms                                   |
    | Wall                      |                                                 |
    | G                         | Make Gate                                       |
    +---------------------------+-------------------------------------------------+
    
    
    -------------------------------------------------------------------------------
    
    8e. Hero table
    
    -------------------------------------------------------------------------------
    
      Warrior Heroes:
    +--------------------+----------+--------+------+-------+-------+-------------+
    | Unit Name          | Epoch    | Attack | HP   | Range | Speed | Weapon Type |
    +--------------------+----------+--------+------+-------+-------+-------------|
    | Gilgamesh          | III      |     41 | 1275 | --    |    16 | Shock       |
    | Hannibal           | IV       |     46 | 1800 | --    |    16 | Shock       |
    | Julius Caesar      | V        |     52 | 2250 | --    |    16 | Shock       |
    | Richard the        | VI       |     60 | 2775 | --    |    16 | Shock       |
    | Lionheart          |          |        |      |       |       |             |
    | Henry V            | VII      |     90 | 3270 | --    |    16 | Shock       |
    | Oliver Cromwell    | VIII     |    110 | 3750 | --    |    16 | Shock       |
    | Napoleon           | IX       |    140 | 4245 |     8 |    16 | Gun         |
    | Manfred von        | X        |    150 | 4740 |     8 |    14 | Gun         |
    | Richthofen         |          |        |      |       |       |             |
    | Travis Shackelford | XI       |    160 | 5235 |     8 |    14 | Gun         |
    | Dennis St. Albans  | XII      |    180 | 5730 |     8 |    14 | Gun         |
    | Molotov            | XIII     |    230 | 5300 |     8 |    14 | Laser       |
    | Cyborg Molotov     | XIV      |    360 | 6075 |     8 |    14 | Laser       |
    +--------------------+----------+--------+------+-------+-------+-------------+
    | Strategist Heroes                                                           |
    +--------------------+----------+--------+------+-------+-------+-------------+
    | Unit Name          | Epoch    | Attack | HP   | Range | Speed | Weapon Type |
    +--------------------+----------+--------+------+-------+-------+-------------|
    | Sargon of Akkad    | III      |     12 |  900 | --    |    16 | Shock       |
    | Alexander the      | IV       |     14 | 1235 | --    |    16 | Shock       |
    | Great              |          |        |      |       |       |             |
    | Charlemagne        | V        |     16 | 1575 | --    |    16 | Shock       |
    | William the        | VI       |     19 | 1950 | --    |    16 | Shock       |
    | Conqueror          |          |        |      |       |       |             |
    | Isabella           | VII      |     22 | 2300 | --    |    16 | Shock       |
    | Elizabeth I        | VIII     |     25 | 2610 | --    |    16 | Shock       |
    | Otto von Bismarck  | IX       |     33 | 3000 |     8 |    16 | Gun         |
    | Givan DeVerran     | X        |     43 | 3330 |     8 |    14 | Gun         |
    | Erwin Rommel       | XI       |     55 | 3650 |     8 |    14 | Gun         |
    | RW Bresden         | XII      |     60 | 4000 |     8 |    14 | Gun         |
    | Dr. Alexi Septimus | XIII     |     70 | 4725 |     8 |    14 | Laser       |
    | Molly Ryan         | XIV      |     85 | 5000 |     8 |    14 | Laser       |
    +--------------------+----------+--------+------+-------+-------+-------------+
    
    
    -------------------------------------------------------------------------------
    
    8f. Unit stats table
    
    -------------------------------------------------------------------------------
    
    
    +--------------------+----------+----------+----------+----------+----------+
    | Unit Name          | Epoch    | Weapon   | Cost     | Attack   | Hit      |
    |                    |          |          |          |          | Points   |
    |--------------------+----------+----------+----------+----------+----------|
    | Town Center /      |          |          |          |          |          |
    | Capitol Units &    |          |          |          |          |          |
    | Temple Units       |          |          |          |          |          |
    | Citizen            | All      | Varied   | Food     |        4 |       65 |
    | Priest             | All      | -        | Food,    |        0 |      100 |
    |                    |          |          | Gold     |          |          |
    | Prophet            | All      | -        | Food,    |        0 |      150 |
    |                    |          |          | Gold     |          |          |
    | Canine Scout       | All      | -        | Food     |        0 |       60 |
    | Balloon            | IX, X    | -        | Gold,    |        0 |      600 |
    |                    |          |          | Wood     |          |          |
    | Archers            |          |          |          |          |          |
    | Unit Name          | Epoch    | Weapon   | Cost     | Attack   | Hit      |
    |                    |          |          |          |          | Points   |
    | Slinger            | II       | Arrow    | Gold,    |        9 |       70 |
    |                    |          |          | Wood     |          |          |
    | Simple Bowman      | III      | Arrow    | Gold,    |        9 |       95 |
    |                    |          |          | Wood     |          |          |
    | Javelin Thrower    | III      | Pierce   | Gold,    |       11 |      130 |
    |                    |          |          | Wood     |          |          |
    | Chariot Archer     | IV       | Arrow    | Gold,    |       17 |      180 |
    |                    |          |          | Wood     |          |          |
    | Elephant Archer    | IV       | Arrow    | Food,    |       25 |      600 |
    |                    |          |          | Gold     |          |          |
    | Composite Bow      | V        | Arrow    | Gold,    |       13 |      145 |
    |                    |          |          | Wood     |          |          |
    | Pilum              | V        | Pierce   | Gold,    |       13 |      155 |
    |                    |          |          | Wood     |          |          |
    | Cross Bow          | V        | Arrow    | Gold,    |       40 |      125 |
    |                    |          |          | Wood     |          |          |
    | Cavalry Archer     | VI       | Arrow    | Gold,    |       23 |      275 |
    |                    |          |          | Wood     |          |          |
    | Long Bow           | VI       | Arrow    | Gold,    |       17 |      190 |
    |                    |          |          | Wood     |          |          |
    | Infantry (Epochs   |          |          |          |          |          |
    | I-V1)              |          |          |          |          |          |
    | Unit Name          | Epoch    | Weapon   | Cost     | Attack   | Hit      |
    |                    |          |          |          |          | Points   |
    | Club Man           | I        | Shock    | Food,    |        8 |      135 |
    |                    |          |          | Iron     |          |          |
    | Rock Thrower       | I        | Shock    | Food,    |        5 |       75 |
    |                    |          |          | Gold     |          |          |
    | Spear Man          | II       | Pierce   | Food,    |       15 |       85 |
    |                    |          |          | Iron     |          |          |
    | Sampson            | II       | SW       | Gold,    |       60 |      105 |
    |                    |          |          | Wood     |          |          |
    | Mace Man           | III      | Shock    | Food,    |       13 |      150 |
    |                    |          |          | Iron     |          |          |
    | Short Sword        | IV       | Shock    | Food,    |       15 |      215 |
    |                    |          |          | Iron     |          |          |
    | Phalanx            | IV       | Pierce   | Food,    |       24 |      155 |
    |                    |          |          | Iron     |          |          |
    | Barbarian          | V        | Shock    | Food,    |       16 |      250 |
    |                    |          |          | Iron     |          |          |
    | Viking             | V        | Shock    | Food,    |       10 |      160 |
    |                    |          |          | Iron     |          |          |
    | Long Sword         | VI       | Shock    | Food,    |       29 |      400 |
    |                    |          |          | Iron     |          |          |
    | Pike Man           | VI       | Pierce   | Food,    |       40 |      240 |
    |                    |          |          | Iron     |          |          |
    | Infantry (Epochs   |          |          |          |          |          |
    | VII-XIV)           |          |          |          |          |          |
    | Unit Name          | Epoch    | Weapon   | Cost     | Attack   | Hit      |
    |                    |          |          |          |          | Points   |
    | Arquebus           | VII      | Gun      | Food,    |       44 |      270 |
    |                    |          |          | Iron     |          |          |
    | Musketeer          | VIII     | Gun      | Food,    |       44 |      325 |
    |                    |          |          | Iron     |          |          |
    | Halberdier         | VIII     | Pierce   | Food,    |       40 |      350 |
    |                    |          |          | Iron     |          |          |
    | Sharpshooter       | VIII     | Gun      | Food,    |       50 |      315 |
    |                    |          |          | Gold     |          |          |
    | Hand Cannoneer     | VIII     | FW       | Food,    |       65 |      350 |
    |                    |          |          | Gold     |          |          |
    | Medic - Imperial   | VIII     | -        | Food,    |        0 |      360 |
    |                    |          |          | Gold     |          |          |
    | Elite Guard        | IX       | Gun      | Food,    |       35 |      350 |
    |                    |          |          | Iron     |          |          |
    | Grenadier          | IX       | Gun      | Food,    |       44 |      390 |
    |                    |          |          | Iron     |          |          |
    | Partisan           | IX       | Gun      | Food,    |       20 |      325 |
    |                    |          |          | Iron     |          |          |
    | Doughboy           | X        | Gun      | Food,    |       44 |      370 |
    |                    |          |          | Iron     |          |          |
    | Grenade Launcher   | X        | AT       | Food,    |       16 |      425 |
    |                    |          |          | Gold     |          |          |
    | Sniper             | X        | Gun      | Food,    |       60 |      405 |
    |                    |          |          | Gold     |          |          |
    | Trench Mortar      | X        | FW       | Food,    |       90 |      375 |
    |                    |          |          | Gold     |          |          |
    | Machine Gun        | X        | Gun      | Food,    |       16 |      400 |
    |                    |          |          | Gold     |          |          |
    | Medic - Atomic     | XI       | -        | Food,    |        0 |      425 |
    |                    |          |          | Gold     |          |          |
    | Marine             | XI       | Gun      | Food,    |       52 |      470 |
    |                    |          |          | Iron     |          |          |
    | Bazooka            | XI       | AT       | Food,    |       20 |      625 |
    |                    |          |          | Gold     |          |          |
    | Flame Thrower      | XI       | SW       | Food,    |       25 |      430 |
    |                    |          |          | Gold     |          |          |
    | Stinger Soldier    | XII      | AA       | Food,    |       55 |      265 |
    |                    |          |          | Gold     |          |          |
    | Heavy Mortar       | XII      | FW       | Food,    |      120 |      425 |
    |                    |          |          | Gold     |          |          |
    | Sentinel           | XIII     | Laser    | Food,    |       62 |      600 |
    |                    |          |          | Iron     |          |          |
    | Medic - Digital    | XIII     | -        | Food,    |        0 |      500 |
    |                    |          |          | Gold     |          |          |
    | Guardian           | XIV      | Laser    | Food,    |       74 |      800 |
    |                    |          |          | Iron     |          |          |
    | Cavalry            |          |          |          |          |          |
    | Unit Name          | Epoch    | Weapon   | Cost     | Attack   | Hit      |
    |                    |          |          |          |          | Points   |
    | Horseman           | III      | Shock    | Food,    |       17 |      240 |
    |                    |          |          | Gold     |          |          |
    | Bronze Cavalry     | IV       | Pierce   | Food,    |       23 |      290 |
    |                    |          |          | Gold     |          |          |
    | War Elephant       | IV       | Shock    | Food,    |       23 |      600 |
    |                    |          |          | Gold     |          |          |
    | Cataphract         | V        | Shock    | Food,    |       24 |      440 |
    |                    |          |          | Gold     |          |          |
    | Persian Cavalry    | V        | Pierce   | Food,    |       18 |      225 |
    |                    |          |          | Gold     |          |          |
    | Knight             | VI       | Pierce   | Food,    |       38 |      400 |
    |                    |          |          | Gold     |          |          |
    | Cuirassier         | VII      | Shock    | Food,    |       40 |      605 |
    |                    |          |          | Gold     |          |          |
    | Carabineer         | VII      | Gun      | Food,    |       55 |      425 |
    |                    |          |          | Gold     |          |          |
    | Dragoon            | IX       | Gun      | Food,    |       65 |      480 |
    |                    |          |          | Gold     |          |          |
    | Imperial           | IX       | Shock    | Food,    |       60 |      655 |
    | Cuirassier         |          |          | Gold     |          |          |
    | Siege & Artillery  |          |          |          |          |          |
    | (Epochs IV-VI)     |          |          |          |          |          |
    | Unit Name          | Epoch    | Weapon   | Cost     | Attack   | Hit      |
    |                    |          |          |          |          | Points   |
    | Stone Thrower      | IV       | FW       | Gold,    |       65 |      180 |
    |                    |          |          | Wood     |          |          |
    | Siege Tower        | IV       | -        | Gold,    |        0 |      675 |
    |                    |          |          | Wood     |          |          |
    | Catapult           | IV       | SW       | Gold,    |       85 |      160 |
    |                    |          |          | Wood     |          |          |
    | Ram                | IV       | SW       | Gold,    |      125 |      275 |
    |                    |          |          | Wood     |          |          |
    | Ballista           | VI       | FW       | Gold,    |       75 |      200 |
    |                    |          |          | Wood     |          |          |
    | Heavy Siege Tower  | VI       | -        | Gold,    |        0 |      720 |
    |                    |          |          | Wood     |          |          |
    | Trebuchet          | VI       | SW       | Gold,    |      150 |      215 |
    |                    |          |          | Wood     |          |          |
    | Heavy Ram          | VI       | SW       | Gold,    |      200 |      325 |
    |                    |          |          | Wood     |          |          |
    | Siege & Artillery  |          |          |          |          |          |
    | (Epochs VII-XIV)   |          |          |          |          |          |
    | Unit Name          | Epoch    | Weapon   | Cost     | Attack   | Hit      |
    |                    |          |          |          |          | Points   |
    | Culverin Cannon    | VII      | FW       | Iron,    |       80 |      215 |
    |                    |          |          | Wood     |          |          |
    | Basilisk Cannon    | VII      | SW       | Iron,    |      145 |      360 |
    |                    |          |          | Wood     |          |          |
    | Bombard            | VIII     | SW       | Iron,    |      140 |      175 |
    |                    |          |          | Wood     |          |          |
    | Bronze Cannon      | IX       | FW       | Iron,    |       90 |      280 |
    |                    |          |          | Wood     |          |          |
    | Serpentine Cannon  | IX       | SW       | Iron,    |      250 |      405 |
    |                    |          |          | Wood     |          |          |
    | 57mm AT Gun        | X        | AT       | Gold,    |       35 |      440 |
    |                    |          |          | Wood     |          |          |
    | Howitzer Cannon    | X        | SW       | Iron,    |      250 |      500 |
    |                    |          |          | Wood     |          |          |
    | Artillery          | X        | FW       | Iron,    |      175 |      225 |
    |                    |          |          | Wood     |          |          |
    | 120mm AT Gun       | XII      | AT       | Gold,    |       44 |      455 |
    |                    |          |          | Wood     |          |          |
    | Thor AT Gun        | XIII     | AT       | Gold,    |       52 |      550 |
    |                    |          |          | Wood     |          |          |
    | Paladin Cannon     | XIII     | SW       | Iron,    |      425 |      800 |
    |                    |          |          | Wood     |          |          |
    | Colossus Artillery | XIII     | FW       | Iron,    |      200 |      300 |
    |                    |          |          | Wood     |          |          |
    | Hercules AT Gun    | XIV      | AT       | Gold,    |       62 |      680 |
    |                    |          |          | Wood     |          |          |
    | Ships & Subs       |          |          |          |          |          |
    | Unit Name          | Epoch    | Ship     | Cost     | Attack   | Hit      |
    |                    |          | Type     |          |          | Points   |
    | Fishing Raft       | II       | FB       | Wood     |        0 |      120 |
    | Transport Raft     | II       | T        | Wood     |        0 |      120 |
    | War Raft           | II       | F        | Iron,    |       12 |      220 |
    |                    |          |          | Wood     |          |          |
    | Transport - Copper | III      | T        | Wood     |        0 |      200 |
    | Frigate - Copper   | III      | F        | Iron,    |       15 |      240 |
    |                    |          |          | Wood     |          |          |
    | Battleship -       | III      | B        | Gold,    |       62 |      900 |
    | Copper             |          |          | Wood     |          |          |
    | Galley - Copper    | III      | G        | Iron,    |        6 |      260 |
    |                    |          |          | Wood     |          |          |
    | Fishing Boat -     | IV       | FB       | Wood     |        0 |      280 |
    | Bronze             |          |          |          |          |          |
    | Frigate - Bronze   | IV       | F        | Iron,    |       18 |      310 |
    |                    |          |          | Wood     |          |          |
    | Battleship -       | IV       | B        | Gold,    |       72 |     1180 |
    | Bronze             |          |          | Wood     |          |          |
    | Galley - Bronze    | IV       | G        | Iron,    |        8 |      335 |
    |                    |          |          | Wood     |          |          |
    | Transport - Bronze | IV       | T        | Wood     |        0 |      360 |
    | Frigate -          | V        | F        | Iron,    |       21 |      400 |
    | Byzantine          |          |          | Wood     |          |          |
    | Battleship -       | V        | B        | Gold,    |       90 |     1560 |
    | Byzantine          |          |          | Wood     |          |          |
    | Galley - Byzantine | V        | G        | Iron,    |        9 |      440 |
    |                    |          |          | Wood     |          |          |
    | Frigate - Middle   | VI       | F        | Iron,    |       25 |      540 |
    |                    |          |          | Wood     |          |          |
    | Battleship -       | VI       | B        | Gold,    |      108 |     2025 |
    | Middle             |          |          | Wood     |          |          |
    | Galley - Middle    | VI       | G        | Iron,    |       11 |      575 |
    |                    |          |          | Wood     |          |          |
    | Frigate -          | VII      | F        | Iron,    |       33 |      625 |
    | Renaissance        |          |          | Wood     |          |          |
    | Battleship -       | VII      | B        | Gold,    |      150 |     2450 |
    | Renaissance        |          |          | Wood     |          |          |
    | Galley -           | VII      | G        | Iron,    |       15 |      675 |
    | Renaissance        |          |          | Wood     |          |          |
    | Fishing Boat -     | VIII     | FB       | Wood     |        0 |      420 |
    | Imperial           |          |          |          |          |          |
    | Transport -        | VIII     | T        | Wood     |        0 |      530 |
    | Imperial           |          |          |          |          |          |
    | Frigate - Imperial | VIII     | F        | Iron,    |       38 |      750 |
    |                    |          |          | Wood     |          |          |
    | Battleship -       | VIII     | B        | Gold,    |      175 |     3060 |
    | Imperial           |          |          | Wood     |          |          |
    | Galleon - Imperial | VIII     | G        | Iron,    |       18 |      825 |
    |                    |          |          | Wood     |          |          |
    | Gunboat Cruiser    | VIII     | C        | Gold,    |       30 |     1400 |
    |                    |          |          | Wood     |          |          |
    | Frigate - Royal    | IX       | F        | Iron,    |       51 |     1060 |
    |                    |          |          | Wood     |          |          |
    | Battleship - Royal | IX       | B        | Gold,    |      200 |     4525 |
    |                    |          |          | Wood     |          |          |
    | Galleon - Royal    | IX       | G        | Iron,    |       24 |      110 |
    |                    |          |          | Wood     |          |          |
    | Transport - Atomic | X        | T        | Wood     |        0 |      750 |
    | Good Hope          | X        | F        | Iron,    |       55 |     1350 |
    |                    |          |          | Wood     |          |          |
    | Dreadnought        | X        | B        | Gold,    |      230 |     5750 |
    |                    |          |          | Wood     |          |          |
    | Dardo Cruiser      | X        | C        | Gold,    |       70 |     2300 |
    |                    |          |          | Wood     |          |          |
    | U-Boat             | X        | S        | Iron,    |      130 |     1000 |
    |                    |          |          | Wood     |          |          |
    | Fishing Boat -     | XI       | FB       | Wood     |        0 |      700 |
    | Trawler            |          |          |          |          |          |
    | Frigate -          | XI       | F        | Iron,    |       68 |     1600 |
    | Warrington         |          |          | Wood     |          |          |
    | Bismarck           | XI       | B        | Gold,    |      276 |     6625 |
    |                    |          |          | Wood     |          |          |
    | Enterprise Carrier | XI       | AC       | Gold,    |        0 |     6000 |
    |                    |          |          | Wood     |          |          |
    | Nautilus           | XII      | S        | Iron,    |      200 |     1350 |
    |                    |          |          | Wood     |          |          |
    | Trident            | XII      | NS       | Gold,    |      800 |      800 |
    |                    |          |          | Iron     |          |          |
    | Fishing Boat -     | XIII     | FB       | Wood     |        0 |      900 |
    | Digital            |          |          |          |          |          |
    | Gargantua          | XIII     | T        | Wood     |        0 |      920 |
    | Juggernaut         | XIII     | F        | Iron,    |      100 |     2100 |
    |                    |          |          | Wood     |          |          |
    | Leviathan          | XIII     | B        | Gold,    |      380 |     8600 |
    |                    |          |          | Wood     |          |          |
    | Sagittarian        | XIII     | C        | Gold,    |      110 |     3800 |
    |                    |          |          | Wood     |          |          |
    | Nexus Carrier      | XIII     | AC       | Gold,    |        0 |     8000 |
    |                    |          |          | Wood     |          |          |
    | Hammerhead         | XIV      | S        | Iron,    |      250 |     1900 |
    |                    |          |          | Wood     |          |          |
    | Triton             | XIV      | NS       | Gold,    |     1000 |     1000 |
    |                    |          |          | Iron     |          |          |
    | Tanks              |          |          |          |          |          |
    | Unit Name          | Epoch    | Weapon   | Cost     | Attack   | Hit      |
    |                    |          |          |          |          | Points   |
    | A7V                | X        | AP       | Food,    |       85 |      405 |
    |                    |          |          | Iron     |          |          |
    | MkV                | X        | HE       | Food,    |       85 |      315 |
    |                    |          |          | Iron     |          |          |
    | Halftrack          | X        | AA       | Food,    |       50 |      450 |
    |                    |          |          | Iron     |          |          |
    | Panzer             | XI       | AP       | Food,    |      100 |      500 |
    |                    |          |          | Iron     |          |          |
    | Sherman            | XI       | HE       | Food,    |      100 |      400 |
    |                    |          |          | Iron     |          |          |
    | Leopard            | XII      | AP       | Food,    |      110 |      600 |
    |                    |          |          | Iron     |          |          |
    | M1                 | XII      | HE       | Food,    |      110 |      450 |
    |                    |          |          | Iron     |          |          |
    | Gladiator          | XIII     | Laser    | Food,    |      110 |      600 |
    |                    |          |          | Iron     |          |          |
    | Skywatcher         | XIII     | AA       | Food,    |      100 |      575 |
    |                    |          |          | Iron     |          |          |
    | Centurion          | XIV      | Laser    | Food,    |      145 |      750 |
    |                    |          |          | Iron     |          |          |
    | Aircraft           |          |          |          |          |          |
    | Unit Name          | Epoch    | Weapon   | Cost     | Attack   | Hit      |
    |                    |          |          |          |          | Points   |
    | Fokker DR.1        | X        | F/B      | Gold,    |       18 |      350 |
    |                    |          |          | Iron     |          |          |
    | Sopwith            | X        | F        | Gold,    |       17 |      425 |
    |                    |          |          | Iron     |          |          |
    | Gotha              | X        | B        | Gold,    |      100 |      850 |
    |                    |          |          | Iron     |          |          |
    | ME 109             | XI       | F/B      | Gold,    |       22 |      425 |
    |                    |          |          | Iron     |          |          |
    | ME 262             | XI       | F/B      | Gold,    |       26 |      500 |
    |                    |          |          | Iron     |          |          |
    | Spitfire           | XI       | F        | Gold,    |       23 |      502 |
    |                    |          |          | Iron     |          |          |
    | P=51               | XI       | F        | Gold,    |       26 |      550 |
    |                    |          |          | Iron     |          |          |
    | HE 111             | XI       | B        | Gold,    |      120 |      110 |
    |                    |          |          | Iron     |          |          |
    | B-17               | XI       | B        | Gold,    |      135 |     1400 |
    |                    |          |          | Iron     |          |          |
    | Typhoon            | XI       | F/B      | Gold,    |       11 |      450 |
    |                    |          |          | Iron     |          |          |
    | B-29               | XI       | AB       | Gold,    |     2200 |      400 |
    |                    |          |          | Iron     |          |          |
    | Corsair            | XI       | F/B      | Gold,    |       12 |      496 |
    |                    |          |          | Iron     |          |          |
    | F-117              | XII      | F/B      | Gold,    |      190 |      625 |
    |                    |          |          | Iron     |          |          |
    | F-15               | XII      | F        | Gold,    |      236 |      661 |
    |                    |          |          | Iron     |          |          |
    | B-2                | XII      | B        | Gold,    |      160 |     1700 |
    |                    |          |          | Iron     |          |          |
    | B-52               | XII      | AB       | Gold,    |     2800 |      500 |
    |                    |          |          | Iron     |          |          |
    | A-10               | XII      | F/B      | Gold,    |       14 |      575 |
    |                    |          |          | Iron     |          |          |
    | F-14               | XII      | F/B      | Gold,    |      105 |      610 |
    |                    |          |          | Iron     |          |          |
    | Helicopter         | XII      | H        | Gold,    |        0 |      550 |
    | Transport          |          |          | Iron     |          |          |
    | Helicopter Gunship | XII      | H        | Gold,    |       25 |      450 |
    |                    |          |          | Iron     |          |          |
    | Helicopter AT      | XII      | H        | Gold,    |       75 |      850 |
    |                    |          |          | Iron     |          |          |
    | Sea King           | XII      | H        | Gold,    |      400 |      315 |
    |                    |          |          | Iron     |          |          |
    | Talon              | XIII     | F/B      | Gold,    |      337 |      740 |
    |                    |          |          | Iron     |          |          |
    | Jackal             | XIII     | F        | Gold,    |      285 |      796 |
    |                    |          |          | Iron     |          |          |
    | B-122 Wyvern       | XIII     | B        | Gold,    |      200 |     2000 |
    |                    |          |          | Iron     |          |          |
    | Titan              | XIII     | AB       | Gold,    |     3300 |      600 |
    |                    |          |          | Iron     |          |          |
    | Avenger            | XIII     | F/B      | Gold,    |      120 |      740 |
    |                    |          |          | Iron     |          |          |
    | Pegasus            | XIII     | H        | Gold,    |        0 |      660 |
    |                    |          |          | Iron     |          |          |
    | Reaper Gunship     | XIII     | H        | Gold,    |       35 |      600 |
    |                    |          |          | Iron     |          |          |
    | Spectre AT         | XIII     | H        | Gold,    |      100 |     1100 |
    |                    |          |          | Iron     |          |          |
    | Sea King II        | XIII     | H        | Gold,    |      475 |      450 |
    |                    |          |          | Iron     |          |          |
    | Phoenix            | XIV      | F/B      | Gold,    |      265 |      860 |
    |                    |          |          | Iron     |          |          |
    | Nebula             | XIV      | F        | Gold,    |      338 |      941 |
    |                    |          |          | Iron     |          |          |
    | Cybers             |          |          |          |          |          |
    | Unit Name          | Epoch    | Type     | Cost     | Attack   | Hit      |
    |                    |          |          |          |          | Points   |
    | Ares               | XIII     | Combat   | Food,    |       65 |     1200 |
    |                    |          |          | Gold     |          |          |
    | Pandora            | XIII     | Combat   | Food,    |       67 |      550 |
    |                    |          |          | Gold     |          |          |
    | Hyperion           | XIII     | Combat   | Food,    |      105 |     2200 |
    |                    |          |          | Gold     |          |          |
    | Minotaur           | XIII     | Combat   | Food,    |       72 |     1500 |
    |                    |          |          | Gold     |          |          |
    | Apollo             | XIII     | Ultra    | Food,    |        0 |     2500 |
    |                    |          |          | Iron     |          |          |
    | Furies             | XIII     | Ultra    | Food,    |      150 |      900 |
    |                    |          |          | Iron     |          |          |
    | Tempest            | XIII     | Ultra    | Food,    |      115 |      800 |
    |                    |          |          | Iron     |          |          |
    | Ares II            | XIV      | Combat   | Food,    |       75 |     1500 |
    |                    |          |          | Gold     |          |          |
    | Pandora II         | XIV      | Combat   | Food,    |       80 |      660 |
    |                    |          |          | Gold     |          |          |
    | Hyperion II        | XIV      | Combat   | Food,    |      130 |     2500 |
    |                    |          |          | Gold     |          |          |
    | Minotaur II        | XIV      | Combat   | Food,    |       82 |     1800 |
    |                    |          |          | Gold     |          |          |
    | Zeus               | XIV      | Combat   | Food,    |      350 |     2300 |
    |                    |          |          | Gold     |          |          |
    | Hades              | XIV      | Ultra    | Food,    |        0 |     1700 |
    |                    |          |          | Iron     |          |          |
    | Poseidon           | XIV      | Ultra    | Food,    |        0 |     3000 |
    |                    |          |          | Iron     |          |          |
    +--------------------+----------+----------+----------+----------+----------+
    
    
     ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____
    /_____//____/|                                                   /_____//____/|
    |  ___|  ___/                                                    |  ___|  ___/
    | <___| <___/|                9. - Version History               | <___| <___/|
    |  ___|  ___/					                 |  ___|  ___/
    | <___| <___/|                                                   | <___| <___/|
    |_____|_____/					                 |_____|_____/
                """"""""""""""""""""""""""""""""""""""""""""""""""""""
     LATEST VERSIONS OF MY GUIDES LOCATED AT
     http://www.gamefaqs.com/features/recognition/49375.html
    
    * Version 1.00 - 16th July 2009
      Every section 99% or more complete.
    
    * Version ?.?? - ???? ???? 2???
      TBA.
    
    
     ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____
    /_____//____/|                                                   /_____//____/|
    |  ___|  ___/                                                    |  ___|  ___/
    | <___| <___/|           10. - Copyright/contact                 | <___| <___/|
    |  ___|  ___/					                 |  ___|  ___/
    | <___| <___/|                                                   | <___| <___/|
    |_____|_____/					                 |_____|_____/
                """"""""""""""""""""""""""""""""""""""""""""""""""""""
    
    Copyright 2009 to me and TheAceMan
    
    This document may not be modified in any way, shape or form unless consent by
    the author or for personal private use.
    
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    
    You can freely distribute the DOCUMENT, provided that:
    (a) you DO NOT charge, or ask for donations, for this.
    (b) you DO NOT distribute it with any other product, commercial or not,
        without prior written permission.
    (c) ALL of the document are to be remained unmodified and untouched.
        The document MUST remain in its ORIGINAL text form.
    (d) this document must NOT be used in any illegal activities of any kind.
    
    Latest version will ALWAYS be located on the GameFaqs.com server.
    All my guides - http://www.gamefaqs.com/features/recognition/49375.html
    
    I can be contacted via oblivion_ee hotmail.com AceMan's details are listed
    under the credits section below.
    
    
     ______ _____,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,______ _____
    /_____//____/|                                                   /_____//____/|
    |  ___|  ___/                                                    |  ___|  ___/
    | <___| <___/|                  11. - Credits                    | <___| <___/|
    |  ___|  ___/					                 |  ___|  ___/
    | <___| <___/|                                                   | <___| <___/|
    |_____|_____/					                 |_____|_____/
                """"""""""""""""""""""""""""""""""""""""""""""""""""""
    
                                 Me - for creating the guide
                          TheAceMan - for creating this guide and allowing me to
                                      improve and distribute it
                                      http://theaceman4.fortunecity.com/index.html
                                      gohanssm.aceman at verizon dot net
            Stainless Steel Studios - for creating Empire Earth
                   Mad Doc Software - for creating Empire Earth Xpack
                             Sierra - for publishing Empire Earth & Xpack
                       Rick Goodman - for playing a major part in EE's creation
                              CJayC - for having this guide on GameFAQS
                     Jonathan Chang - gamefaqs.com/features/recognition/22776.html
                                      for helpful website
          network-science.de/ascii/ - helpful website for ASCII art
                                You - for reading it