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Empire Earth Modern Atomic Epoch FAQ
by Iced~Metal (ekinlegend@yahoo.com)
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Version 1.0
Last Revision: Dec.12/2001
Creation Date: Dec.12/2001
********************
***Copyright Info***
********************
This document may not be modified in any way, shape or form unless consent by
the author or for personal private use. This document cannot be under any
circumstances be used for profitable purposes. The author reserves the right
to 0wn your ass in Empire Earth any time of the day, any day of the week, any
week of the month, any month of the year and any year of your miserable life.
;-)
If you wish to have this document placed on your website, magazine, etc, please
contact the author. Thank you for your co-operation.
And now, onto the good stuff!
==================)
Table of Contents
==================)
Introduction
Modern Atomic Epoch Information
Unit Analysis
Infantry
Tanks
Artillery
Aircraft
Naval
Building Analysis
Wonders
Unit Strategies
Infantry
Tanks
Artillery
Aircraft
Naval
The Art of War
Endnote
=============================================================
**********************
*****Introduction*****
**********************
=============================================================
Empire Earth is the latest strategy game that followed the release of
Civilization 3. Expected to compete with strategy gaming genius Sid Meier,
what would it be like? Well, it is a game like no other. The only game it can
relate to, is Age of Empires 2, but that would be a huge understatement!
Instead of the 4 ages in AoE 2, there are 12 "epochs" in EE, from the
Prehistoric epoch of 500,000 B.C all the way to the futuristic Nano age.
Except for the futuristic ages, every epoch is designed to be as authentic as
possible.
My favorite epoch is the Industrial age, where the famous American Revolution
and Civil War took place. On the Modern age, I spent a little over a week,
more than 4 hours a day, and barely finished two huge random map games on Hard
difficulty, so I decided to write a FAQ on this epoch alone.
Most of this FAQ will be written entirely from my own perspective. It will be
written from single player perspective, but most of the unit analysis' and
strategies can be used online with little adaption.
For further information about this great game, check out the review at
Gamespot, or read mine at:
http://www.gamefaqs.com/computer/doswin/review/R26706.html
=============================================================
*****************************************
*****Modern Atomic Epoch Information*****
*****************************************
=============================================================
Takes place from approximately 1990-today. Battles are fought in skirmishes.
Armies consist of mostly infantry, with fire support from artillery and tanks.
Air support is CRUCIAL! Unlike Naval, which requires water-based maps to be
effective, air support is highly important for all situations. More strategy
and tactics are required here than the older historic epochs. The following
unit analysis will contain ratings that range from 1 (weakest) to 5
(strongest). The ratings will, by default, be meant for all unit types unless
specified.
Example: Civilian has Power Effectiveness of 1, so anything it attacks is only
effective of 1. Bronze Cannon has Defence Effectiveness of 5 against
specifically rifles, but only 2 against explosive. This game has a very very
advanced version of the Rock/Paper/Scissors method of balance!
Example:
Power - The unit's attack strength and effectiveness, including Rate of Fire
(ROF).
Defence - Unit's HP and armor, how good it lasts.
Speed - Moving speed (NOT projectile speed).
Usefulness - A broad rating that combines the above and other factors such as
Cost, special ablities, range, etc.
=============================================================
***********************
*****Unit Analysis*****
***********************
=============================================================
( *** Infantry *** )
[ Civilian ]
Power - 1
Defence - 1
Speed - 1
Usefulness - 3
The civilian uses a rifle to attack, but is very weak and should not be used
for fighting. Only has a usefulness of 3 because too many of them only clogs
up the population limit.
[ Marine ]
Power - 2
Defence - 2
Speed - 3
Usefulness - 3
Unlike the other epochs, the basic Marine is no longer the cheap and effective
fodder that packs a powerful punch. They are weak, but remain cheap to
produce, so makes a good recon unit.
[ Bazooka ]
Power - 2
Defence - 2
Speed - 2
Usefulness - 2
I have not used them extensively, but they have trouble even killing a marine.
A group of them might be useful against tanks, but there are plenty of better
anti-tank choices anyways.
[ Sniper ]
Power - 5 vs. infantry
- 3 vs. everything else
Defence - 2
Speed - 2
Usefulness - 5
As always, they are your best anti-infantry choice. Moderate costs, but worth
it. Should always have some to back your army up. They have a special
ability, which is "invisibility", and can only be spotted up close. Otherwise
all you will see is a puff of smoke from the rifle, and your infantry's corpse.
Superior range against all infantry.
[ Stinger Soldier ]
Power - 4 vs. air
Defence - 3
- 4 against air bombs, rockets
Speed - 3
Usefulness - 5
Very very cool unit! They are deadly against those pesky air units that harass
you from time to time. They move damn fast for infantries too, so they are
useful for intercepting air raids. As a matter of fact, I believe these to be
the best unit in this epoch. Air power is supreme in this era, and Stinger
Soldiers are crucial for both offensive and defensive armies.
[ Medic ]
Power - N/A
Defence - 1
Speed - 2
Usefulness - 2
A field medic for healing infantry. Useless if you have the Temple of Zeus!
[ Machine Gunner ]
Power - 4 vs. infantry, artillery
- 2 vs. everything else
Defence - 3
Speed - 3
Usefulness - 2
These are strong against infantry, but Snipers still reign supreme. They are a
bit underpowered against tanks, which is strange, but rips artillery apart.
They have slightly better Defence than the average infantry, and move faster,
but cost more (than Marines). They take advantage of the Speed bonus if your
Civ has it, whereas the Sniper doesn't.
[ Heavy Mortar ]
Power - 4
Defence - 2
Speed - 3
Usefulness - 4
These are highly mobile versions of artillery. They are quite powerful against
any unit, but their accuracy isn't as hot against moving targets. Their range
is supreme, and a large group can sometimes replace artillery altogether. Can
fire over walls.
( *** Tanks *** )
I don't use tanks, read the strategy section on why. This section *might* be
added later if there is popular demand, however.
( *** Artillery *** )
[ Howitzer ]
Power - 3
Defence - 2
Speed - 2
Usefulness - 2
Empire Earth Modern Atomic Epoch FAQ
by Iced~Metal (ekinlegend@yahoo.com)
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Version 1.0
Last Revision: Dec.12/2001
Creation Date: Dec.12/2001
********************
***Copyright Info***
********************
This document may not be modified in any way, shape or form unless consent by
the author or for personal private use. This document cannot be under any
circumstances be used for profitable purposes. The author reserves the right
to 0wn your ass in Empire Earth any time of the day, any day of the week, any
week of the month, any month of the year and any year of your miserable life.
;-)
If you wish to have this document placed on your website, magazine, etc, please
contact the author. Thank you for your co-operation.
And now, onto the good stuff!
==================)
Table of Contents
==================)
Introduction
Modern Atomic Epoch Information
Unit Analysis
Infantry
Tanks
Artillery
Aircraft
Naval
Building Analysis
Wonders
Unit Strategies
Infantry
Tanks
Artillery
Aircraft
Naval
The Art of War
Endnote
=============================================================
**********************
*****Introduction*****
**********************
=============================================================
Empire Earth is the latest strategy game that followed the release of
Civilization 3. Expected to compete with strategy gaming genius Sid Meier,
what would it be like? Well, it is a game like no other. The only game it can
relate to, is Age of Empires 2, but that would be a huge understatement!
Instead of the 4 ages in AoE 2, there are 12 "epochs" in EE, from the
Prehistoric epoch of 500,000 B.C all the way to the futuristic Nano age.
Except for the futuristic ages, every epoch is designed to be as authentic as
possible.
My favorite epoch is the Industrial age, where the famous American Revolution
and Civil War took place. On the Modern age, I spent a little over a week,
more than 4 hours a day, and barely finished two huge random map games on Hard
difficulty, so I decided to write a FAQ on this epoch alone.
Most of this FAQ will be written entirely from my own perspective. It will be
written from single player perspective, but most of the unit analysis' and
strategies can be used online with little adaption.
For further information about this great game, check out the review at
Gamespot, or read mine at:
http://www.gamefaqs.com/computer/doswin/review/R26706.html
=============================================================
*****************************************
*****Modern Atomic Epoch Information*****
*****************************************
=============================================================
Takes place from approximately 1990-today. Battles are fought in skirmishes.
Armies consist of mostly infantry, with fire support from artillery and tanks.
Air support is CRUCIAL! Unlike Naval, which requires water-based maps to be
effective, air support is highly important for all situations. More strategy
and tactics are required here than the older historic epochs. The following
unit analysis will contain ratings that range from 1 (weakest) to 5
(strongest). The ratings will, by default, be meant for all unit types unless
specified.
Example: Civilian has Power Effectiveness of 1, so anything it attacks is only
effective of 1. Bronze Cannon has Defence Effectiveness of 5 against
specifically rifles, but only 2 against explosive. This game has a very very
advanced version of the Rock/Paper/Scissors method of balance!
Example:
Power - The unit's attack strength and effectiveness, including Rate of Fire
(ROF).
Defence - Unit's HP and armor, how good it lasts.
Speed - Moving speed (NOT projectile speed).
Usefulness - A broad rating that combines the above and other factors such as
Cost, special ablities, range, etc.
=============================================================
***********************
*****Unit Analysis*****
***********************
=============================================================
( *** Infantry *** )
[ Civilian ]
Power - 1
Defence - 1
Speed - 1
Usefulness - 3
The civilian uses a rifle to attack, but is very weak and should not be used
for fighting. Only has a usefulness of 3 because too many of them only clogs
up the population limit.
[ Marine ]
Power - 2
Defence - 2
Speed - 3
Usefulness - 3
Unlike the other epochs, the basic Marine is no longer the cheap and effective
fodder that packs a powerful punch. They are weak, but remain cheap to
produce, so makes a good recon unit.
[ Bazooka ]
Power - 2
Defence - 2
Speed - 2
Usefulness - 2
I have not used them extensively, but they have trouble even killing a marine.
A group of them might be useful against tanks, but there are plenty of better
anti-tank choices anyways.
[ Sniper ]
Power - 5 vs. infantry
- 3 vs. everything else
Defence - 2
Speed - 2
Usefulness - 5
As always, they are your best anti-infantry choice. Moderate costs, but worth
it. Should always have some to back your army up. They have a special
ability, which is "invisibility", and can only be spotted up close. Otherwise
all you will see is a puff of smoke from the rifle, and your infantry's corpse.
Superior range against all infantry.
[ Stinger Soldier ]
Power - 4 vs. air
Defence - 3
- 4 against air bombs, rockets
Speed - 3
Usefulness - 5
Very very cool unit! They are deadly against those pesky air units that harass
you from time to time. They move damn fast for infantries too, so they are
useful for intercepting air raids. As a matter of fact, I believe these to be
the best unit in this epoch. Air power is supreme in this era, and Stinger
Soldiers are crucial for both offensive and defensive armies.
[ Medic ]
Power - N/A
Defence - 1
Speed - 2
Usefulness - 2
A field medic for healing infantry. Useless if you have the Temple of Zeus!
[ Machine Gunner ]
Power - 4 vs. infantry, artillery
- 2 vs. everything else
Defence - 3
Speed - 3
Usefulness - 2
These are strong against infantry, but Snipers still reign supreme. They are a
bit underpowered against tanks, which is strange, but rips artillery apart.
They have slightly better Defence than the average infantry, and move faster,
but cost more (than Marines). They take advantage of the Speed bonus if your
Civ has it, whereas the Sniper doesn't.
[ Heavy Mortar ]
Power - 4
Defence - 2
Speed - 3
Usefulness - 4
These are highly mobile versions of artillery. They are quite powerful against
any unit, but their accuracy isn't as hot against moving targets. Their range
is supreme, and a large group can sometimes replace artillery altogether. Can
fire over walls.
( *** Tanks *** )
I don't use tanks, read the strategy section on why. This section *might* be
added later if there is popular demand, however.
( *** Artillery *** )
[ Howitzer ]
Power - 3
Defence - 2
Speed - 2
Usefulness - 2
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