EMPIRE EARTH II SKIRMISH GUIDE Table of Contents 1. Legal Junk/ Version History 2. Foreword 3. Units 1. General 1. Construction 2. Orders 3. Grouping 4. Stance 5. Formation 6. Garrisoning Units 7. Moral and Fevor 2. Land 1. Light Infantry 2. Heavy Infantry 3. Light Artillery 4. Heavy Artillery 5. Light Mounted 6. Heavy Mounted 7. Light Tank 8. Heavy Tank 9. Citizen 10. Priest 11. Medic 12. Scout 13. Spy 14. HERC 15. Engineer 16. Ram 17. Siege Tower 18. Trade Cart 19. Mobile Anti-Aircraft 3. Naval 1. Galley 2. Galleon 3. Fighting Sail 4. Submarine 5. Frigate 6. Destroyer 7. Battleship 8. Aircraft Carrier 9. Merchant Ship 10. Fishing Ship 11. Cargo Ship 4. Air 1. Fighter 2. Bomber 3. Tactical Bomber 4. Nuclear Bomber 5. Paratrooper Plane 6. Helicoptors 7. Observation Balloon 8. Satellite 4.Buildings 1. Civilian 1. Bridge 2. City Center 3. University 4. Farm 5. House 6. Market 7. Road 8. Warehouse 9. Temple 2. Military 1. Anti-Aircraft 2. Coastal Defense 3. Hangar 4. Airport 5. Barracks 6. Fortress 7. Dock 8. Stable/ Manufacturing Plant 9. Outpost 10. Wall 11. Palisade 12. Workshop 13. Missile Silo 14. HERC Manufacturing Facility 5. Resourses and Technology 1. Epochs 2. Tech Points, Researching Technology, and Moving Up 3. Gathering and Using Reasourses 6. Getting Started 1. The Map 2. Geography and Weather 3. Your Screen 4. Controls/ Hotkeys 7. Art of Supremacy Expansion 1. Native Tribes 2. Heros 8. What to do first 9. Cheats 10. Word of Thanks/ Closing >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> 1. Legal Junk This FAQ may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advanced written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this guide are owned by the trademark and copyright holders.If you would like to display this guide on your site, please contact me at the email listed in the Word of Thanks/ Closing section of this guide. Copyright 2007 Michael Williams Sites allowed to host this FAQ: GameFAQs Game Spot Neo Seeker Yahoo Games Sources for this FAQ were the In-game Encyclopedia, Wikipedia, and Gameplay. VERSION HISTORY 1 (Date Unknown) First installment of the FAQ 1.1 (Date Unknown) Updated hosting sites; Added sections Eight and Nine 1.2 (02/04/06) Updated Section Six with more on the GUI; Fixed Typos 1.3 (07/26/07) Updated Houses blurb; Added section on the Expansion Pack; Added 3.1.7 Moral and Fevor >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> 2. Foreword This FAQ is here to help you beat a single player skirmish game without using cheat codes. The cheats on this FAQ are NOT be in effect during ANY part of this FAQ in which I discuss strategy. To jump to a section, hold the control key and press'F'. In the window that pops up, type the section number. For example, to skip to the HELICOPTERS section, hold control, 'F' and type in 3.4.6 This means Units (3), Air (4), Helicopters (6). This FAQ lacks a walktrough of the campaign because I'm not skilled at having a computer dictate to me what to do. If there is anyone out there that has finished 20% of any campaign, send me a guide to include with the rest of this FAQ and I will give you full credit. Also if you know any gameplay hints or something I missed send me an e-mail at the adress at the bottom. And now to the important stuff. >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> 3. Units 3.1 General 3.1.1 Construction Building a unit is rather quite simple. First decide what you need to build. Then go to the building where it is created and click on it. A grid-like section should show up. The colorful squares are units you can build. Click on the unit you want or press the hotkey (Section 6.4). A bar will appear on the bottom of its tab. This is a timer. When full, the unit will be ready to deploy. Only one unit can be built at a time in that building, so if you want five, click the button five times and wait 'till the bar fills five times. Each time a unit is created, it takes away from your resourses (Section 5.4) 3.1.2 Orders After a unit has been constructed, you must order them to do something. Most units are designed to fight but there are units that preform other duties. For your military units you can tell them to patrol an area by clicking on the tab and drawing out a path for them with the flags and when you are done right click. Or you can send them out to patrol by clicking the BINOCULARS tab. In order to see the entire map as it is at that exact moment, you must have overlapping fields of vision all around the map. Or you can see the past if your units have been to a place but are not their any more. This is called fog of war and it means that you can't just know what is going on. Anyway, you can also assign fighting units to move to a position and attack everything on the way. They can also guard a building or unit by right clicking it with the army unit selected. The Search and Destroy task sends your unit out to find the enemy unit of your choice. After they kill that one, they will track down other units on their own. Finally you can instruct a unit to move to a certain location. 3.1.3 Grouping Moving single units can be a pain. You really need many units working together to be effective. In order to do this you have to group them. You can either drag a box around the units to select more than one TYPE of unit (i.e. machine gunner and tank) or double click on one of the types of unit that you want. Double clicking selects all of the clicked on units on the screen. If there is a group of units or a single unit that you want on hand at all times, select them/it and press CONTROL + 0-9 (Select one). This puts it on the same number tab at the top of the screen. To acess the unit(s) later, click the tab. You can do this with any unit including non-military ones. (Note: All units can attack and be groups although sending citizens on a raid makes no sense). 3.1.4 Stance A unit's stance refers to how a military unit interacts with the enemy. There are 5 types of stances. They are Cautious, Defend, Hold Position, Aggressive, and Hold Fire. Cautious- Flee at first sight of danger. Goal is to stay alive. Defend- Units will stay in one location and attack all enemys within their LOS but will not pursue hostiles. Hold Position- Only attacks enemys that come right at them. Will not move. Good for defending a building. Aggressive- Unit will attack everything in LOS and will pursue. After battle, will stay where battle ended until another order is given. Hold Fire-Unit will do nothing until you change the command. 3.1.5 Formation The way units move. Depends on type of unit. Not really important but units moving in a mass and not spread out are a target for weapons with splash damage. 3.1.6 Garrisoning A garrisoned unit allows a structer to become more productive. Simply select a unit then right click the building you want it in. To ungarrison any unit, select the button with the red arrow from the buildign's window. A list of the units will appear and you can click on the ones you want avalible. 3.1.7 Moral and Fevor When you units are in a territiory you control, they recieve bonuses to their attack points and recieve less damage. This is attributed to the Moral and Fevor of the units. Having a City Center in the territory provides a small bonus and each house provides more and more. The higher the Moral and Fevor of units, the more of a bonus they get. But remember, the enemy is recieving the same bonuses when you attack on their home ground. 3.2 Land Units 3.2.1 Light Infantry Light Infantry are designed to engage the enemy from farther away and therefore, have less armor. These units can also convert buildings. They all require FOOD and WOOD, as well as a changing resourse. Epoch 1-6=TIN Epoch 7-12 =SALTPETER Epoch 13-15=OIL. These units are, BOW MAN, COMPOSITE BOW MAN, CROSSBOW MAN, GRENADE PISTOLEER, GRENADIER, MORTAR, INCENDIARY MORTAR, and BOMBLET MORTAR. L. Infantry have a bonus against Heavy Infantry and Heavy Artillery. 3.2.2 Heavy Infantry These are the regular troops that in the real world, account for the major mass of any army. Can also convert buildings. There are two groups of H. Infantry. Group 1 costs FOOD and GOLD, as well as Epoch 1-4=TIN Epoch 5-6=IRON Epoch 7-12=SALTPETER Epoch 13-15=OIL. The units in group 1 have a bonus against Light Mounted and Light Artillery and are MACEMAN, SWORDSMAN, MAN AT ARMS, MUSKETEER, REGULAR, RIFLEMAN, ASSAULT RIFLEMAN, and OBJECTIVE FORCE WARRIOR. In Group 2 of H. Infantry, are SPEARMAN, PIKEMAN, HALBERDIER, MACHINE GUNNER, and MINI GUNNER. These cost WOOD and GOLD as well as Epoch 2-4=TIN Epoch 5-7=IRON Epoch 8-10=SALTPETER Epoch 11-15=OIL. H. Infantry Group 2 receive bonuses against Light Mounted and Light Artillery. 3.2.3 Light Artillery Basically, this is a unit that hurls a projectile in the air twords its target. They cost FOOD and GOLD as well as Epoch 1-4=TIN Epoch 5-6=IRON Epoch 7-10=SALTPETER Epoch 11-14=OIL Epoch 15=URANIUM. They are STONE THROWER, SCORPIAN, BALLISTA, CULVERIN, FIELD GUN, FIELD ARTILLERY, MOBILE ROCKET LAUNCHER, and FUSION CASTER. L. Artillery receive bonuses against Heavy Mounted and Light Infantry. 3.2.4 Heavy Artillery Same as L. Artillery but bigger. Each unit costs WOOD and GOLD as well as Epoch 2-3=TIN Epoch 4-7=IRON Epoch 8-9=SALTPETER Epoch 10-13=OIL Epoch 13-15=URANIUM H. Artillery are good against Heavy Infantry and Light Mounted. These units are, ONAGER, CATAPULT, TREBUCHET, BOMBARD CANNON, SIEGE GUN, SELF-PROPELLED ARTILLERY, and NET FIRE LAUNCHER. 3.2.5 LIGHT MOUNTED Light Infantry on horses. For ranged targets. Cost WOOD and GOLD as well as Epoch 2-3=TIN Epoch 4-9=IRON Epoch 10-15(Are there still horses?)=SALTPETER. Bonus against L. Infantry and H. Mounted. Units are MOUNTED SLINGER, MOUNTED SKIRMISHER, HORSE ARCHER, CARABINEER, and DRAGOON. 3.2.6 HEAVY MOUNTED Heavy Infantry on horses. Close range. Cost FOOD and GOLD as well as Epoch 2-5=TIN Epoch 6-9=IRON Epoch 10-15(Are there still horses?)=SALTPETER. Bonus against L. Infantry and Heavy Artillery. Units are MOUNTED INFANTRY, ARMORED CAVALRY, MEDIEVAL CAVALRY, LANCER, and IMPERIAL LANCER. 3.2.7 LIGHT TANK Everybody knows what a tank is. Light Tanks cost WOOD and GOLD as well as Epoch 11-14=OIL Epoch 15=URANIUM. Bonus against L. Artillery and Heavy Mounted. Units are GUN TANK, TANK DESTROYER, RPG STRIKER, DISRUPTOR MEDIUM TANK. 3.2.8 HEAVY TANK Bigger and better than light tanks. Slower too. Cost FOOD and GOLD as well as Epoch 11-12=OIL Epoch 13-15=URANIUM. Bonus against Light Infantry and Heavy Artillery. Units are MACHINEGUN TANK, ASSAULT TANK, MAIN BATTLE TANK, and MYRMIDON HEAVY TANK. 3.2.9 CITIZEN The back bone of you society. They harvest reasourses (Section 5.3), Can be garrisoned (Section 3.1.6), and build/repair buildings. Cost FOOD. 3.2.10 PRIEST Priests are used to convert enemy units and buildings. Cost FOOD and GOLD. 3.2.11 Medic Can heal all damaged units but HERCs (Section 3.2.14). Cost FOOD and GOLD. 3.2.12 SCOUT A fast unit with a long line of sight. Good for exploring the map. Cost FOOD. 3.2.13 SPY A unit that can only be seen by other spys and outposts. Can steal technology and sabotage buildings. Costs FOOD and GOLD. 3.2.14 HERC There are four types of HERCs. Repair, Light, Heavy, and Electronic Warefare. Repair- Used to repair other HERCS. Cost FOOD, GOLD, and URANIUM. The HERA repair HERC comes in Epoch 14. Light- Small attack HEREC. Costs FOOD, GOLD, And URANIUM. The ARTEMIS light HERC comes in Epoch 14. Heavy- More firepower than the Light HERC but slower. Costs FOOD, GOLD, and URANIUM. The Minotaur HERC comes in Epoch 14. Electronic Warefare- This is an anti-aircraft HERC and is invisible to the enemy (I think). They cost FOOD, GOLD, and URANIUM 3.2.15 ENGINEER Are only avalible in the Campaign. Don't cost anything. Used to build special buildings. 3.2.16 RAM Used to ram down walls or other buildings. Not usefull for buildings that fight back because they must touch the building to work. Costs WOOD, GOLD, and TIN. Units are LIGHT RAM and HEAVY RAM 3.2.17 SIEGE TOWER Most usefull to transport units over walls and other defences that would otherwise have to be knocked down. To use, garrison (3.1.6) units inside and move up to a wall then click to unload on the otherside. Costs WOOD, GOLD, and IRON. Units are LIGHT SEIGE TOWER and HEAVY SEIGE TOWER. 3.2.18 TRADE CART Very usefull to make gold if none is avalible. Build a market to use as the home and then another somewhere else to be be destination. Each time the cart reaches one of these buildingsa, GOLD is made and added to your toatal. Costs FOOD and WOOD. 3.2.19 MOBILE ANTI-AIRCRAFT A mobile unit designed to destroy air units. Costs FOOD, GOLD, and OIL. Bonus against all aircraft. 3.3 Naval Units 3.3.1 Galley Small ship with average attack strength from a forward mounted gun. The Galley can carry a small number of units onboard. Costs WOOD as well as Epoch 1-4=TIN, Epoch 5+=IRON. Units are GALLEY, TIRREME, and DECAREME. 3.3.2 Galleon A larger version of the Galley but with no unit storage. Fires full broadside. (Ship turns and many cannons fire from the side rather than one from the front) Costs FOOD and GOLD as well as Epoch 6-9=IRON, Epoch 10+=SALTPETER. Bonus against Fighting Sail. Units are GALLEASS, CARRAK, and GALLEON. 3.3.3 Fighting Sail Fighting Sail are early types of battle ships that are designed to fight as the head of a sea battle. They cost WOOD and GOLD as well as Epoch 6-9=IRON, Epoch 10+=SALTPETER. Receive bonus against Frigate. Units are CAEAVEL, SHIP OF THE LINE, and IRONCLAD. 3.3.4 Submarine Naval units that can attack from underwater as well as on the surface. Cost WOOD, GOLD, and OIL. Bonus against Battelships. Units are SUBMARINE and ATTACK SUBMARINE. 3.3.5 Frigate Small ship most usefull for escort duty. Does moderate damage. Cost WOOD and GOLD as well as Epoch 6-9=IRON Epoch 10+=SALTPETER. Bonus against Galleon. Units are BARQUE, PRIVATEER, and FRIGATE. 3.3.6 Destroyer A ship that can attack land, sea, and air targets. This unit can & will attack everything (If you tell it to). Costs WOOD and GOLD as well as Epoch 11-14=OIL Epoch 15=URANIUM. Bonus against Submarines. Units are DESTROYER, SENSOR DESTROYER, and X SHIP. 3.3.7 Battleship The big mother of all ships, but you're gonna have to pay alot. Costs WOOD and GOLD as well as Epoch 11-14=OIL Epoch 15=URANIUM, Bonus aginst Destroyers. Units are BATTELSHIP, MISSILE CRUSIER and LEVIATHAN. 3.3.8 Aircraft Carrier A special ship that can garrison aircraft and transport them across the sea. But the only way that the ship acually attacks is anti-aricraft. Costs WOOD and GOLD as well as Epoch 11-13=OIL Epoch 14+=URANIUM. Units are AIRCRAFT CARRIER and SEA ARCHER. 3.3.9 Merchant Ship A Trading Cart (3.2.18) on water. Costs WOOD and GOLD. Units are TRADING GALLEY TRADING COG, and CONTAINER SHIP. 3.3.10 Fishing Ship Ship that fishes and then returns to the dock where you get food added to your resources. Costs WOOD and GOLD. Units are FISHING GALLEY, WHALING SHIP, COMMERCIAL FISHING SHIP. 3.3.11 Cargo Ship Used to move land units across water. Costs WOOD. Units are CARGO SHIP and MERCHANT MARINE. 3.4 Air Units 3.4.1 Fighter Designed to take out all enemy airborn craft. Costs WOOD and GOLD as well as Epoch 11-12=OIL Epoch 13+=URANIUM. Bonus against Bombers and Tactical Bombers. Units are BIPLANE, INTERCEPTOR, JET FIGHTER, STEALTH FIGHTER, and ATMOSPHERIC FIGHTER. 3.4.2 Bomber Airplane used to attack ground units and buildings. Costs sames as Fighter (3.4.1). Units are TWIN ENGINE BOMBER, QUAD ENGINE BOMBER, JET ENGINE BOMBER, STEALTH BOMBER, and ORBITAL BOMBER. 3.4.3 Tactical Bomber Does 1/2 the damage of the regular bomber but is faster. Costs WOOD and GOLD as well as Epoch 11-13=OIL Epoch 14+=URANIUM. Units are TRI-PLANE, DIVE BOMBER, STRIKE FIGHTER, STEALTH TACTICAL BOMBER, and SMART PLANE. 3.4.4 Nuclear Bomber Does 12 times the damage of the regular bomber (24 times the tactical) but can only deliver one bomb. Costs WOOD and GOLD as well as Epoch 12-13=OIL Epoch 14+=URANIUM. Units are NUCLEAR BOMBER. 3.4.5 Paratrooper Plane A plane that comes with 15 troops already inside it. Simply designate a drop point and the plane will fly in and drop the units and then disapear. Costs FOOD, GOLD, WOOD, and OIL. Units are PARATROOPER PLANE and HEAVY PARATROOPER PLANE. 3.4.6 Helicopters There are 3 types of heilcoptors: Missile, Gun, and Transport. Missile- Has many rockets for Air to Ground attack. Costs WOOD, GOLD, and OIL. Bonus against Light Artillery and Heavy Mounted. Units are MISSILE HELICOPTOR and HEAVY MISSILE HELICOPTOR. Gun- Fires radioactive shells at ground targets to destroy them. Costs WOOD, GOLD, and URANIUM. Bonus against Light Infantry and Heavy Artillery. Units are GUN HELICOPTOR and HEAVY GUN HELICOPTOR. Transport- Used to transport land units. Costs FOOD, GOLD, and OIL. Units are TRANSPORT HELICOPTOR and HEAVY TRANSPORT HELICOPTOR. 3.4.7 Observation Ballon Used as a sort of Scout (3.2.12) in the air. Can only be seen by outposts and only attacked by fighters. Cost FOOD, GOLD, and OIL. Units are OBSERVATION BALLOON. 3.4.8 Satellite A high-tech Observation Balloon (3.4.7). Cost WOOD, GOLD, and URANIUM. Units are SATELLITE. >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> 4. Buildings 4.1 Civilian Buildings 4.1.1 Bridge Used to cross rivers. Cost STONE and GOLD. 4.1.2 City Center The heart of your cities. Can make Citizens (3.2.9) and Scouts (3.2.13). Cost STONE and WOOD. Only 1 per territory. 4.1.3 University Garrison three citizens in these and you get Technology Points. Cost STONE and WOOD. Only 1 per territory. 4.1.4 Farm Give an unlimited supply of food. Cost WOOD. 4.1.5 House Raise your population limit, give reasourse bonuses and build moral and fevor (3.1.7) Cost STONE and WOOD. Only 6 per territory. 4.1.6 Market Used to buy and sell resources Every time a trade is made, you recieve gold. Can make Trade Carts (3.2.18). Cost WOOD and GOLD. Only 1 per territory. 4.1.7 Road Make all units travel faster when they walk on it. Cost STONE. 4.1.8 Warehouse A place to store resources. Cost WOOD. 4.1.9 Temple Garrison two priests here to get technology points. Can make priests (3.2.10). Costs STONE. Only 1 per territory. 4.2 Military Buildings 4.2.1 Air Defence A big gun that only attacks Air Units. Costs STONE and GOLD. Only 7 per territory. 4.2.2 Coastal Defence A big gun that only attacks Naval Units. Costs STONE and GOLD. Only 7 per territory. 4.2.3 Hangar Produces and repairs rotary wing aircraft (helicoptors). Can make Missile Helicoptors, Gun Helicoptors, and Transport Helicoptors (all 3.4.6). Costs STONE and GOLD. 4.2.4 Airport Makes and fixes all fixed wing aircraft (airplanes). Can make Fighters (3.4.1), Bombers (3.4.2), Tactical Bombers (3.4.3), Nuclear Bombers (3.4.4), and Paratrooper Planes (3.4.5). Costs STONE and GOLD 4.2.5 Barraks Produces all land Infantry units. Can make Light (3.2.1) and Heavy (3.2.2) Infantry. Costs WOOD 4.2.6 Fortress Building where you can garrison any land unit. This heals the units and gives the Fortress more attack strength. Costs WOOD and STONE. Only 2 per territory. 4.2.7 Dock Place for ships and boats. Can make Galley (3.3.1), Galleon (3.3.2), Fighting Sail (3.3.3), Submarines (3.3.4), Frigates (3.3.5), Destroyers (3.3.6), Battleships (3.3.7), Aircraft Carriers (3.3.8), Merchant Ships (3.3.9), Fishing Ships (3.3.10), and Cargo Ships (3.3.11). 4.2.8 Stable/ Manufacturing Plant At Epoch 11 this building changes its name from Stable to Manufacturing Plant and begins to make Tanks. From Epoch 2-10 it can make Light (3.1.5) and Heavy (3.1.6) Mounted. Then in Epoch 11, it makes Light (3.1.7) and Heavy (3.1.8) Tanks. 4.2.9 Outpost A building that can attack land and naval units but is far more effective when fighting land. It can also forcast the weather if you have a certain number of them on the map. You need 4 for Epochs 1-5, 6 for Epochs 6-10, and 8 for Epochs 11-15. Only 7 per territory. 4.2.10 Wall There are three types of wall sections: Regular, Gate, and Wall Tower. All cost STONE. Regular- Standard wall, keeps out invaders until they knock it down. Gate- Allows your units to pass in and out of the wall when UNLOCKED. When LOCKED, no units can enter/ exit. Click on section of regular wall to make. Wall Tower- Shoots back at all units in its Line of Sight. Click on a raised section of wall to make. 4.2.11 Palisade A weaker type of wall (4.2.10) with no wall towers. Costs WOOD. 4.2.12 Workshop Makes the biggest of land units. Can make Light (3.2.3) and Heavy (3.2.4) Artillery. Costs STONE. 4.2.13 Missile Silo Makes ICBMs (Inter-Continental Ballistic Missiles) that are expensive but pack a giagantic punch. Costs STONE and OIL. 4.2.14 HERC Manufacturing Facility Very advanced building. Can make HERCs (3.2.14). Costs STONE. >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> 5. Resources and Technology 5.1 Epochs Empire Earth II is broken into 15 unique ages or epochs. These epochs go from very primitave to cuting edge. Each one brings upgrades and more advanced weapons to destroy your enemys. The epochs are listed below along with the time span they represent. Epoch # Name Time Period (Approx) 1 Stone 10,000 BC - 5,000 BC 2 Copper 5,000 BC - 2,500 BC 3 Bronze 2,500 BC - 1,000 BC 4 Iron 1,000 BC - 400 AD 5 Dark 400 AD - 800 AD 6 Middle 800 AD - 1,300 AD 7 Rennaissance 1,300 AD - 1,500 AD 8 Imperial 1,500 AD - 1,650 AD 9 Enlightenment 1,650 AD - 1,800 AD 10 Industrial 1,800 AD - 1,900 AD 11 Modern 1,900 AD - 1,940 AD 12 Atomic 1,940 AD - 1,980 AD 13 Digital 1,980 AD - 2,030 AD 14 Genetic 2,030 AD - 2,130 AD 15 Syenthetic 2,130 AD - 2,230 AD 5.2 Tech Points, Researching Technology, and Moving Up These are generated at Universities (4.1.3) and Temples (4.1.9). You can also get them by trading with an ally who is at a higer epoch than you. When you have enough of them, you can research diffrent epoch unique technologies. You need more points per technology each epoch. After any 6 technologies have been researched, you can advance to the next epoch by clicking on the epoch symbol at the top of the screen. 5.3 Gathering and Using Reasourses To gather resources, simply select between 1 and 6 citizens (only 1 for Farms) and right click on a mineral deposit or tree. OIL and URANIUM both require special buildings to be built and garrisoned on top of them. >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> 6. Getting Started 6.1 The Map The map is the field you fight over in order to win whatever game you are playing. You can customize it on the main Skirmish options menu. The really important things thought are elevation/ terrain, rivers, and forestation. This is because the terrain decides if land units (3.2) can cross a section of map. All mountains and cliffs are impassible to land units. Rivers are too shallow for all ships and require bridges to be crossed by land units. And most land units are too big to move through forest and even if they can, it impairs their Line Of Sight. 6.2 Weather Yes, there is weather that affects your strategy in Empire Earth II. Bad storms in all three of the climates (Temperate, Arid, and Tropical) severly hamper unit movement and sight and lightning can damage airborn units. But bad storms don't occur all year round. Seasons come and go and bring diffrent types of weather. To perdict weather, you must have a certain number of Outposts (4.2.9) on the map. Weather can also be turned off on the main options page when you start a game. 6.3 Your Screen To describe the main gameplay screen for you, I will divide it up into 3 sections. The Left Screen, Mid-Screen, and Right Screen. On the Left Screen there are 3 main features to take advantage of. On the very top is the unit control group bar. This is used to mark units you will be returning to control often. It is sorta like the favorites list you use for websites. To add a unit or group of units to it, select the units and left-click on the box you want them under. Then you can quickly return to them if they are being attacked. Directly below that is the mini map and the common task buttons. The most important are FLARE and IDLE CITIZEN. FLARE calls all of the units not hostile twords you to the spot of the flare, and idle citizen selects any citizen who isn't doing anything. Then to the right of the mini-map there are a couple of buttons that are your crown points, the citizen manager, war plans, diplomacy, and tech tree. These all help you manage your civilization and cordinate with your allies to attack. In the center of these is your region power. In the Mid-Screen section You have the main selection screen. Here the controls for buildings or units that are selected will show up. This is where most of your command outside asside war is done. On the top of the screen you have the epoch button which you click to advance epochs when you have enough tech points. On the Right Screen you have the resource bar which tells you how many of each resource you curently have. Also, if you choose to enable it, the PIP window will show up next to the reasourse bar. It allows you to keep an eye on other units or parts of the map while you work somewhere else. Then you have the game options and pause buttons on the top. Yes that was alot but depending on the way you play, you may never need some of these buttons. 6.4 Controls/ Hotkeys These are the controls you will use to quickly do tasks. They are organized into sections for convience. View Controls Zoom In/Out Scroll Wheel Rotate View CTRL + L./R. Arrow Key Scroll View Arrow Keys or Mouse Quick Scroll SHIFT + Arrow Keys Building Hotkeys City Center C Barracks B Outpost O Palsides P Wall W Farm J University U Market E Warehouse V Temple T Road R Bridge CTRL + R Fortress F Airport A Hangar CTRL + A Dock D Factory M HERC Manu... CTRL + S Targeting and Grouping Form a control group CTRL + (0-9) Find Idle Citizen COMMA Find Idle Military PERIOD Citizen Manager TAB Garrison Unit G Ungarrison Unit U >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> 7. Art of Supremacy Expansion Pack There are many things new in the first expansion pack to Empire Earth II. Here I have highlighted some of the changes that I think most change the game. 1. Native Tribes The addition of Native Tribes can give you another advantage over your enemies. Each tribe brings with it an advantage such as faster building or building resistance. While one can never know which bonus a tribe will bring, it is always worth trying to take a tribe under your control. To get a native tribe to help out, one must first place a Hero or Leader unit within the tribes native territory. Once this is done, the tribe will be unlocked in the treaty screen. Simply offer a decent ammount of reasourses (between 200 and 800 for each) and the tribe will either agree or counter your offer. Once the tribe agrees to alliance with you, their land will become yours. However, you can't destroy their buildings or units and building on the land has the same limitations as normal. This makes the territiory most useful as a warning territory or buffer against attacks as the natives will help you fight off attackers. 2. Heros In the heat of battle, some units stand out from the rest. These units that do well will be upgraded to Hero status. The unit will become much larger on the screen and recieve a small bonus to its stats. The best bonus that heros get is the ability to "Command" an army. Each hero gets an option to form an army by selecting all the units wanted in the army and then click the form army button. This will give a small bonus to all units in the army and a larger one to all the units that are the same as the hero unit. >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> 8. What to Do First This section is a basic list of things that need to be accomplished FAST in order to be sucessful. (NOTE: These strategies worked for me and the way I play and I don't gurantee any results.) Gather all nearby resources- You will need them to lead a sucessful war effort. Defend yourself- Place walls or palisides on the borders you share with enemys Also beef up your in territory defences with outposts and Anti Air. If the enemy catches you unprotected, it will be hard to build such defecnces during an attack. Explore everything- Know as much of the surrounding land as possible, maybe you don't need that wall because the cliff will stop the other armies. Create more citizens- just harvesting resourses should use up all your orginal citizens and you WILL need more. Build basic military buildings/troops- Have troops patrol the borders or explore while you fortify. >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> 9. Cheats For those of you that must have them, they are listed in group according to what they do. They aren't case sensitive Resources Loot Adds 10,000 of each resource Give tech Adds 50 tech points Taxes Subtract 100 of each resource Units Convert Converts selected unit Play God Your units and buildings take no damage Punish Selected unit takes 20 damage Recharge Me Recharges special power meter Sea Monkeys Instant Building Map/ Game Idontcheat Disable Cheats Icheat Enable Cheats Toggle Fog Fog of War On/ Off >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> 10. Word of Thanks/ Closing So far, the only thanks I have are to Wikipedia, the online encyclopedia, and the Empire Earth in game encyclopedia. The cheats section came off of GameFAQs and were posted orginally by those listed below. Also to all the sites that host this guide. By combining these sources and fixing some things that I have found from experience, I have gotten all of this information into a readable form. If you think anything you saw here was wrong come up with proof and contact me via email at firstname.lastname@example.org. Cheats Section: vteckickedinyo, Miroku_of_Nite1, and Dr4c0 Assorted Tips and Fixes: DIGITAL_CHILD Thanks!
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