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    Skirmish Guide by wiredpilot12

    Version: 1.2 | Updated: 07/26/07 | Search Guide | Bookmark 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
        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
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    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:
    Game Spot
    Neo Seeker
    Yahoo Games
    Sources for this FAQ were the In-game Encyclopedia, Wikipedia, and Gameplay.
      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
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    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.
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    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 
           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
           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,
    BOMBLET MORTAR. L. Infantry have a bonus against Heavy Infantry and Heavy
           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,
    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,
    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
           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
           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,
           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.
           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
           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
           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
           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
           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
           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.
           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
           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.
           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
           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,
           3.3.11 Cargo Ship
    Used to move land units across water. Costs WOOD. Units are CARGO SHIP and
       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.
           3.4.2 Bomber
    Airplane used to attack ground units and buildings. Costs sames as Fighter
           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,
           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
           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
       Gun- Fires radioactive shells at ground targets to destroy them. Costs WOOD,
           GOLD, and URANIUM. Bonus against Light Infantry and Heavy Artillery.
       Transport- Used to transport land units. Costs FOOD, GOLD, and OIL. Units
           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
           3.4.8 Satellite
    A high-tech Observation Balloon (3.4.7). Cost WOOD, GOLD, and URANIUM. Units
    are SATELLITE.
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    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
           4.2.2 Coastal Defence
    A big gun that only attacks Naval Units. Costs STONE and GOLD. Only 7 per
           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)
           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
       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 
       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.
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    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.
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    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
    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
       Loot                    Adds 10,000 of each resource
       Give tech               Adds 50 tech points
       Taxes                   Subtract 100 of each resource
       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 mikepilot12@gmail.com.
    Cheats Section: vteckickedinyo, Miroku_of_Nite1, and Dr4c0
    Assorted Tips and Fixes: DIGITAL_CHILD

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