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Empire Earth 13.11.2001

Empire Earth: FAQ (Digital Epoch)

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Empire Earth Digital Epoch FAQ
by Iced~Metal (ekinlegend@yahoo.com)

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Version 1.0
Last Revision: Dec.13/2001
Creation Date: Dec.13/2001

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***Copyright Info***
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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!


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Table of Contents
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Introduction

Digital Epoch Information

Unit Analysis
Infantry
Tanks
Artillery
Cybers - Combat
Cybers - Ultra
Aircraft
Naval

Building Analysis
Wonders

Unit Strategies
Infantry
Tanks
Cybers - Combat
Cybers - Ultra
Artillery
Aircraft
Naval

The Art of War

Endnote


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**********************
*****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 Digital 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:

www.gamefaqs.com/computer/doswin/review/R26706.h..



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***********************************
*****Digital Epoch Information*****
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=============================================================

The Digital Age is semi-futuristic, and is probably a hundred years or more
from today. There is no "robot revolution" yet, but we use robots to assist us
in combat. The robots are called "Cybers", and they are killing machines.
Cybers are first introduced in the Digital epoch and will replace tanks, taking
part in most of the fighting. The Digital epoch is interesting and fun to play
around in. 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.



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***********************
*****Unit Analysis*****
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=============================================================

( *** 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.

[ Sentinal ]

Power - 2
Defence - 2
Speed - 3
Usefulness - 3

They look like Storm Troopers from Star Wars and are really cool. Don't let
their tickling laser rifle fool you, they are quite a force when grouped, and
can take apart pretty much anything. Cheap to produce, very useful at all
times.

[ Stinger Soldier ]

Power - 4 vs. air
Defence - 2
Speed - 3
Usefulness - 5

They are not quite as crucial in this epoch, probably because they are too
defenseless. However, they are cheap and nice for securing certain areas or
corners.

[ Medic ]

Power - N/A
Defence - 1
Speed - 2
Usefulness - 2

A field medic for healing infantry. Useless if you have the Temple of Zeus!

[ Heavy Mortar ]

Power - 3
Defence - 2
Speed - 2
Usefulness - 1

Damage seems lower than the previous epochs now that everyone has better
defenses. They are really useless in this epoch, and the fact that the
computer doesn't use them anymore reinstates my theory.


( *** Tanks *** )


[ Gladiator Tank ]

Power - 3
Defence - 3
Speed - 3
Usefulness - 3

This is your one and only all-around assault tank. Great for pounding infantry
or protecting something, since they are solid and deal average damage. Not too
bad to serve as the main flavor of an army. One last thing... they only have
a pop cost of 1 in contrast to 2 for Cybers... a better value.

[ Skywatcher AA ]

Power - 4 surface to air
Defence - 3
Speed - 3
Usefulness - 4

A better anti-air choice because of its armor, which can withstand a few blows,
and its speed, considerably fast. Also, they are stronger in defence than
Stinger Soldiers, and have the same pop value of 1, so cost and pop-wise they
are better.


( *** Artillery *** )


[ Paladin Cannon ]

Power - 5
Defence - 2
Speed - 3
Usefulness - 5

My favorite artillery! It spits out some blue fusion blast, and destroys
buildings and units alike. Excellent for use as a siege weapon, but needs
protection from both air and land. Their speed isn't bad either, but because
of slow projectile speed, it is better suited for sieging than attacking units.

[ Colossus Artillery ]

Power - 5
Defence - 1
Speed - 2
Usefulness - 3

The damage level is about the same as the Paladin Cannon, but the ROF is
slower. It does have a better splash and can fire over walls, but it moves too
slow and is too easily destroyed. A better choice for defensive purposes, to
fire over your own walls.

[ Thor AT Gun ]

Power - 3
Defence - 4
Speed - 3
Usefulness - 4

This time, they are not only effective against tanks, their armor piercing
round rips up Cybers nicely. Not overly powerful, but can be mean in numbers.
A very good armor against most damage types, but needs protection from air
(explosives, shock). The Thor AT should be the main force of your army.

( *** Cybers - Combat *** )

[ Hyperion ]

Power - 3
Defence - 3
Speed - 3
Usefulness - 3

This is an all-around Cyber fighter, and does well against pretty much
anything. However, damage is fairly average.

[ Ares ]

Power - 2
Defence - 2
Speed - 5
Usefulness - 4

The Ares can hover, similiar to a chopper, and travels very fast. It is a very
cool Cyber, it fires dual lasers which are not overly powerful, but fires very
fast! Can be dangerous in groups. Does steady damage against all armor types.
It can even hit some air units, not sure about the Talon or Jackal but
definitely downs choppers.

[ Pandora ]

Power - 3
Defence - 2
Speed - 3
Usefulness - 2

The Pandora fires a red sonic blast that travels reasonably fast and homes to
its target, guarantees accuracy, and does good splash damage. It is excellent
for killing groups of infantry, does KO against tanks and artillery, but weak
against Cybers. Very weak in fact.

[ Minotaur ]

Power - 3
Defence - 4
Speed - 2
Usefulness - 2

Very similiar to the Hyperion in being an all-around tough Cyber, but has
crappier damage. I think its armor is tougher. Really more of a choice for
the player.


( *** Cybers - Ultra *** )

[ Appollo ]

Power - N/A
Defence - 3
Speed - 3
Usefulness - 3

The Appollo is the Cyber medic, and other than healing it has two special
abilities.

Diffraction Shield - Halves damage done to target for a short period. Good for
protecting weak units targetted by fire, can be used on anyone inculding self.

Ion Pulse - Disables targets' attack for a short period. Very useful and can
turn the tide of battles.

[ Furies ]

Power - 3
Defence - 2
Speed - 4
Usefulness - 3

Well its regular attack is a gorilla-like arm pound that does average damage,
but it has a crappy defence. Its special ability is to self-destruct, which
does severe damage in a medium proximity. Can be very useful for weakening
strong targets or destroying weak targets outright.

[ Tempest ]

Power - 3
Defence - 4
Speed - 4
Usefulness - 2

The Tempest is cool because it uses a two-handed sword, has high HP, and runs
very fast, but the damage is very low, despite a high ROF. However, refer to
the strategy section for effective uses. It has two special abilities.

Reasonator - Like the graphical icon, it deflects all firepower around it away.
An OK defensive last resort.

Anti-Matter Storm - By far the superior ability! It conjures a powerful
tornado-like storm that destroys air units, and lasts for a period of
approximately 20 seconds, much like the calamity version. Very very powerful
especially if a whole group of Tempests cast it.


( *** Aircraft *** )


[ Talon Fighter Bomber ]

Power - 4 air to surface
- 3 air to air
Defence - 2
Speed - 4
Usefulness - 3

These are quite powerful against tanks and artillery, but weak against
infantry, like Stinger Soldiers. They attack about two times before running
out of ammo. Not very effective against Cybers.

[ Jackal Fighter Jet ]

Power - 5 air to air
Defence - 3
Speed - 5
Usefulness - 4

The Jackal clearly dominates the skies, period. Great for circling your base
and chasing away choppers and bombers. Not intended for offense, but if you
have enough flight time you can harass enemy aircraft as well, and provide air
protection for your bombers. Great for taking out Sea Kings as well.

[ B-122 Wyvern Bomber ]

Power - 4 air to surface
Defence - 3
Speed - 4
Usefulness - 4

The B-2 is a very strong bomber, and rips up artillery and tanks. It is
useless, however, against other air units. Very good air support bomber, it is
also good for controlling masses of Cybers.

[ Titan Bomber ]

Power - Extreme (Fusion Bomb)
Defence - 3
Speed - 2
Usefulness - 5

The Titan is the grand daddy of bombers. It carries the fusion bomb that
devestates any units and structions caught in its destructive proximity. The
blast proximity is medium, and a direct hit destroys anything except Capitols
(left with 2000 HP), and probably Wonders. It is slightly stronger than its
precessor, the B-52, and has a slightly larger proximity.

[ Pegasus Transport ]

Power - N/A
Defence - 2
Speed - 4 when empty
- 2 when full
Usefulness - 3

This is a transport. It can be downed fairly easily by jets. It carries 10
passengers, and any unit can board it.

[ A-10 Anti-Tank ]

Power - 3 air to surface
Defence - 2
Speed - 4
Usefulness - 2

It fires AP rockets, but isn't incredibly powerful, and it needs to circle
around to fire again. Not very useful. Okay for harassing Cybers, watch out
for Ares.

[ Reaper Gunship ]

Power - 3
Defence - 2
Speed - 4
Usefulness - 3

This is actually an Apache. Pretty useful for killing infantry with its
machine guns, but suck against anything else. Read strategy section for
effective use. They have a laser cannon instead of machine guns, and does
quite well against pretty much anything, especially infantry.

[ Spectre AT Helicopter ]

Power - 4 vs. tanks
- 3 vs. everything else
Defence - 2
Speed - 4
Usefulness - 4

These fire the same rockets as the A-10, but they hover to fire, damaging much
more and faster without the need to circle. Useful for destroying a convoy of
tanks. Very good harassing unit.

[ Sea King ]

Power - 5 air to sea
Defence - 2
Speed - 4
Usefulness - 4

They are VERY powerful against ships and pesky submarines! Sometimes they are
a better naval defense option than actual naval units! Cannot attack anything
other than naval units.


( *** Naval *** )


[ Sub - Nautical ]

Power - 4 sea to sea
Defence - 3
Speed - 3
Usefulness - 3

These are pretty powerful, and some ships can't hit them.

[ Transport ]

Power - N/A
Defence - 3
Speed - 3
Usefulness - 3

These carry 14 passengers, and are a better transport than choppers if a sea
route is available.

[ Carrier Enterprise ]

Power - 3 air to air
Defence - 2 (the Carrier is 4)
Speed - 4
Usefulness - 2

The ratings are for the F-14 Tomcats it carries, which is the only aircraft it
can carry. The actual carrier is defenseless, for some weird reason it has no
surface to air missiles, and is a sitting duck. The Tomcats need to be
purchased directly from the carrier, and each carrier can carry 15. The
Tomcats are fairly cheap and weak, and 2 are needed to down an F-15, but they
look pretty cool and are an okay air support for your navy.

[ Sub - Trident ]

Power - 5 sea to surface
Defence - 2
Speed - 3
Usefulness - 4

The rocket it fires creates a large blast, and is very powerful! It has pretty
good range too, so if the enemy is on an island, surround the island with these
to bring the enemy to its knees. They are totally defenseless against anything
but land units, so requires some support.


Units from the Docks suck, except for the Fishing boat.

I don't remember the Digital names for naval units, so they should be
approximately the same. :P



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*****Building Analysis*****
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[ House ]

Supposed to add 1 Morale each, but I never build more than 3.

[ Settlement ]

Very important for making expansion towns. Drop off for resources. Will be
covered later in the strategies section.

[ Farm ]

Peasants can harvest Farms for food.

[ Granary ]

Built in the middle of Farms, drop off point for food.

[ Hospital ]

Heals nearby units (but not artillery).

[ Temple ]

Supposed to offer nearby area protection from natural disasters such as
earthquakes.

[ Town Center, Capitol ]

Can create Peasants, and Heroes. Very important and is the center of towns.
Should be well guarded.

[ Fortress ]

Garrisons land units, garrisoned units do not count towards pop count.
However, I could not ungarrison my units, so this might be an alternative to
the unavailable feature of suiciding a unit? A good solution for putting away
those extra peasants you don't need anymore, to free up pop count for more
soldiers.

[ University ]

Offers protection for nearby units against enemy conversion.

[ Dock ]

Can build ships, heals nearby ships.

[ Barracks ]

Can train infantry.

[ Siege Workshop ]

Can build artillery.

[ Tank Factory ]

Can build tanks.

[ Airport ]

Can build aircraft.

[ AA Missile Tower ]

An anti-air static defense, damage is okay but needs 3 or more to be truly
effective against bombers.

[ Naval Yard ]

Can build Subs and more advanced naval units.

[ Cyber Factory ]

Builds Combat Cybers.

[ Cyber Lab ]

Builds Ultra Cybers, which have special abilities.

[ Tower ]

A guard tower, fires on any hostile units (except air). They have crap range,
but they're your only static defense choice in this epoch. They will have to
do.

[ Wall, Gate ]

You know damn well what these are for.


( *** Wonders *** )


[ Tower of Babylon ]

Enables your priest to convert an entire area (gives splash effect to your
priests). This is pretty useful for converting a large portion of an enemy's
army rather than one by one.

[ Temple of Zeus ]

My favorite wonder, should be the one you build first. Enables your units to
self-heal themselves. Ships cannot self-heal, however. This is such a
powerful Wonder. After a big battle, your army may be hurt, leave then
standing for awhile and they will be as fresh as ever. Doesn't revive dead
units, but it heals really fast!

[ Library at Alexandria ]

Reveals enemy buildings. Pretty useful.

[ Pharos Lighthouse ]

Reveals all water areas, and all units on water. Not as useful unless you're
playing a naval map.

[ Coliseum ]

Supposed to raise your pop cap and lower all enemy's pop caps. I'm not sure by
how much, but it raised mine 10% once, and approximately 15% another game. Not
very useful IMO.

[ Ishtar Gates ]

Increases the hit points of your walls, gates, and towers. The boost is
double, I believe, or more. Very nice if you like to play defensively.



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*****Unit Strategies*****
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This section will list specific strategies AND counters for each and every unit
(except heroes) of the Modern Atmoic epoch! I hope it helps you.


( *** Infantry *** )


[ Civilian ]

Strategy - Never use these for combat. They cannot be built as easily as other
games, so protect them and retreat them to somewhere safe when enemies are
near.

Counter - Kill these with Sentinals, but any unit will do. Tanks, especially.

[ Sentinal ]

Strategy - Sentinals look damn cool, and when grouped, does well against
anything but the toughest Cybers. Cheap, and effective..

Counter - Kill these with Tanks. Hyperions and Ares do well to, with their
high ROF.

[ Heavy Mortar ]

Strategy - Useless in this epoch, but if you must, use them for razing
buildings or tanks.

Counter - Anything kills them easily, but use Tanks or the Reaper for its
speed.

[ Medic ]

Strategy - Keeping one or two near your infantry should be sufficient, but
Temple of Zeus is better.

Counter - Just destroy them like you destroy any other infantry, since their
healing isn't very important.

[ Stinger Soldier ]

Strategy - Not as important anymore. Build large groups of these and keep them
around your base, until you have some AA Missile Towers set up then take them
along with your army and put them on Guard. If there's a Titan Bomber it holds
top priority.

Counter - Can't destroy them with aircraft, so Hyperions, Ares, and Tanks do
well. A Furies suicide rush does well too.


( *** Tanks *** )


[ Gladiator Tank ]

Strategy - A good all-around tank that only costs a pop of 1. Build lots since
they do stable damage against anything.

Counter - Destroy with the Thor AT Gun. Cybers don't do as well.

[ Skywatcher AA ]

Strategy - The best anti-air solution in this epoch, since they have good armor
and last longer than Stinger Soldiers. Still, they need to be protected.

Counter - Destroy with Ares, or any other fast unit. Tanks do well.


( *** Cybers - Combat *** )


[ Hyperion ]

Strategy - A tough Cyber that can chew infantry to bits. Doesn't work as well
against other Cybers, or tanks. Not very useful IMO.

Counter - Destroy with the Thor AT Gun.

[ Ares ]

Strategy - Its super-fast laser cannons can devastate choppers, and infantry.
A group of these can be useful, since they are highly mobile (possibly the
fastest Cyber). Can do well against other Cybers, except the Hyperion and
Minotaur, and destroys tanks too.

Counter - They are very weak so hit them with any Cyber or Gladiator Tank.
Sentinals do well too (cost-wise, the trade-off is worth it).

[ Pandora ]

Strategy - AKA infantry killer. Its sonic blast has a rather large proximity,
and it has homing, so accuracy isn't a problem. Use to kill masses of
infantry, particularly Sentinals and Stinger Soldiers. Not as effective
against armor, such as Cybers, or tanks.

Counter - Airstrikes work well, like the Wyvern Bomber. Tanks and Cybers
destroy it easily, and do not take too much damage.

[ Minotaur ]

Strategy - Same as Hyperion.

Counter - Same a Hyperion.


( *** Cybers - Ultra *** )


[ Appollo ]

Strategy - Keep around your Cybers for some healing. Its special abilities are
purely defensive, and aren't that useful. Perhaps for keeping a dying Cyber
alive with Diffraction Shield, or disabling the attacks of something strong
with Ion Pulse.

Counter - Destroy with Ares, which has the fastest ROF. Ares rapes any Cyber
with weak armor.

[ Furies ]

Strategy - Normally they suck, but use their special ability (Self-Destruct)
and speed to your advantage. Use to weaken strong targets such as masses of
Cybers, or destroy infantry. Might be costly, so needs a strong economy to
work well.

Counter - Kill these fast or you'll be in trouble. Concentrate all fire on
them.

[ Tempest ]

Strategy - Interesting unit. Their attack is weak, but has high ROF, and they
run very fast. A good strategy is to weaken everything with a Furies or two,
then send in the Tempest army, and watch them kill. They do stable damage
against all armor types. The computer did this to me once, sent a few Furies
and got all my units to red health, then the Tempests just picked them off.
They run so fast that you can't do anything.

Counter - Tempests have incredibly high HP, but weak attack. Thor AT Guns do
the best, so do Tanks. Other Cybers aren't as effective. Kill everything else
first, these hold lower priority.


( *** Artillery *** )


[ Paladin Cannon ]

Strategy - They are totally strong, and can raze buildings for you. They
outrange many units so good for a first strike for your army, though their
accuracy suffers a bit. Good as both a siege and field cannon.

Counter - Destroy them first with Cybers or tanks, or bomb them with aircraft.

[ Thor AT Gun ]

Strategy - Always build these and destroy enemy tanks. Remember to protect
them with your own tanks and Cybers, and infantry. They have good armor, but
succumb to explosives so always keep a large group of Stinger Soldiers around.
Does particulary well against all Cybers, and is my choice for dealing with
Cybers.

Counter - Best way is to bomb them with artillery or aircraft bombers.

[ Colossus Artillery ]

Strategy - Can be used for defense or offense since they can fire over walls.
Always protect them since they are very fragile. Accuracy is even worse than
Paladin Cannons, has a higher splash, but similiar damage. Much lower ROF.

Counter - Anything destroys them. Hit and run tactics work best, try choppers
since they are fast. They are usually on the rear line and highly protected,
so use fast units, such as Ares, which eats them alive.


( *** Aircraft *** )


[ Talon Fighter Bomber ]

Strategy - I never use these, they are a hybrid of a fighter and bomber and
aren't very good at either. Use them for bombing tank convoys or infantry,
general harassment.

Counter - Destroy with Stinger Soldiers or Jackals.

[ Jackal Fighter Jet ]

Strategy - Best used for defense, circle around the sensitive areas of your
base.

Counter - Very hard to take down using air to air. If they attack your base
defense Jackals, let your jets and AA Missile Towers take 'em down. Otherwise
Skywatchers work best.

[ B-122 Wyvern Bomber ]

Strategy - A devestating bomber, best used for destroying unguarded bases and
armies. Does extremely well against large masses of Cybers and tanks. Keep
well away from Jackals.

Counter - Destroy with Jackals or Skywatchers. Don't forget to guard sensitive
areas with AA Missile Towers.

[ Titan Bomber ]

Strategy - These aren't as useful as most think, because of cost. They cost
alot, and most of the time they get taken down before they bomb the target, and
usually get taken down AFTER bombing the target. You *can* bring Jackals along
the way for cover, BUT you will probably lose those Jackals too. BEST used for
destroying expansion towns without much defense, AND with proper ground support
(Skywatchers to destroy aircraft defense).

Counter - Skywatchers work best, 2 AA Missile Towers are needed to defend
against them, and Jackals take them down with about 3 shots. Jackals alone
probably wont' be enough you NEED the Missile Towers.

[ Pegasus Transport ]

Strategy - Good for transporting troops but considering the speed gets slowed
down greatly when full, it isn't very useful at all. Don't use them for a
surprise drop ambush attack because the odds are too great, you lose an entire
army AND the transport if it gets taken down. Unless you are sure of what
you're doing of course. ;-)

Counter - If you see these, point your Jackals over and laugh mercilessly!
Skywatchers also work well since they can chase it down or intercept it.

[ A-10 Anti Tank ]

Strategy - Okay for harassing enemy tanks.

Counter - Stinger Soldiers, Skywatchers.

[ Reaper Gunship ]

Strategy - Good for harassing infantry, and great for keeping around your army
for defense against Sentinals. Do not point them at Stinger Soldiers.

Counter - Stinger Soldiers, Skywatchers, or Jackal Fighters.

[ Spectre AT Helicopter ]

Strategy - Nice for harassing enemy tanks, especially when they are trying to
siege and are hitting your walls.

Counter - Stinger Soldiers, Skywatchers, or Jackal Fighters.

[ Sea King ]

Strategy - Great for sea defense since they, like all choppers, have no flight
time and can just hover around. Great for harassing enemy naval units and
taking down Transport ships!

Counter - Destroy with Jackals, if you have enough flight time. A Carrier also
works well, send your F-14's and destroy it. (Carriers are also great support
for them if they get harassed by Jackals, btw I'm not sure if they are called
Carriers in this epoch, but you get the idea)


( *** Naval *** )


[ Sub - Nautical ]

Strategy - The best sea to sea unit. Great for attacking enemy bases, just
bring some Sea Kings for support, and a Carrier for air support.

Counter - Sea Kings destroy them easily. Or use your own Nautical subs.

[ Transport ]

Strategy - Not bad if you want to feel like Navy SEALs. Actually they are good
for bringing some Civilians and troops to build expansion towns just outside
the enemy base. Sea route are *usually* safer than air, just bring some backup
with you.

Counter - Sea Kings work BEST, since air support over sea is unlikely. Sub
Nauticals also do the trick.

[ Carrier Enterprise ]

Strategy - These are actually pretty cool to have around. Use for air support
over sea, and to defend against Sea Kings.

Counter - Tough to counter, since bombers don't work well. Probably better to
rush it with Sub Nauticals.



=============================================================

************************
*****The Art of War*****
************************

=============================================================

Welcome to The Art of War. This section is designed to teach you to not only
become a better EE player, but a better strategy/war gamer in general, and a
better thinker. Most of the strategies are designated for this specific epoch,
but with some modifications can be used for other epochs and online against
other players as well.


( *** Basic Strategies ***)


Civilians are your friends. They build structures for you to make weapons of
war, and they gather resources to feed, clothe, arm, and build your army. At
the beginning it is crucial to keep pumping out peasants. The more you have,
the faster your economy will grow, and eventually, boom.

When attacking or being attacked, always try and kill the artillery first.
Your Sentinals can pick off the enemy infantry, but the most dangerous are by
far the Artillery, and tanks (which cut down your infantry faster than a
lawnmower). AT guns work well against them, and Cybers too.

When attacking, always advance slowly, in short sections. Advance your
Sentinals and Cybers first, followed by AT guns, and finally artillery. Always
destroy Towers first.

Always make sure you control the entire map before you make your final siege on
the enemy stronghold. Invade and destroy, or capture all enemy expansion towns
and forts. Try and build Forts and barricade the enemy. The same can be done
on the sea.

Abbreviations:

AP - Armor Piercing. Most effective against armored units, such as tanks and
Cybers, and certain types of artillery. Weak against infantry, buildings, and
lightly armored units.

AA - Anti-Air. Usually only attacks air units, or most effective.

AT - Anti-Tank. Most effective against tanks, usually contains AP rounds.

EE - Empire Earth!


( *** Advanced Section *** )


[ Dealing with Cybers ]

Your best bet are Tanks, since they cost less and pop less. Thor AT Guns also
do well in numbers, do not underestimate them. If you see some massing around
on the map, send Wyvern Bombers to rip them up. Watch out for Tempests'
Anti-Matter Storm though!

[ Expansion Towns ]

*** THIS IS A MUST READ ***

This is a very important strategy. If you've ever played Starcraft or Age of
Empires II, you would know that expansion towns are very important in TWO ways.

First, and most obvious, is for more resources. Expansion towns are usually
built near mines.

Second, expansion towns can be expanded to forts by surrounding it with walls
and towers. So when choosing an expansion town always look for natural
defenses such as trees and water. It is not wise to build an expansion town on
bare plains, and then surrounding it with walls on all 4 sides.

Supply forts with Barracks, and Siege Factories. The benefit? You've
shortened the time it takes for your army to reach the enemy. Reinforcements
are crucial during a siege, and can often decide victory and defeat. By
building a Fort near or just outside an enemy base, you can bring in fresh
troops faster than ever. This is CRUCIAL to success!

Airports take advantage of this even more. The distance from your bombers to
the enemy base is greatly reduced, and you can keep up the air support while
you move your ground forces in.

[ Destroying Expansion Towns ]

And making sure they are destroyed for good. After you destroy an enemy
expansion town they may build one again. The simple solution is by placing
about 2 cheap units near that area, preferably beside the mines. Sentinals can
be idea for this.

[ Control the Map ]

Ever played Risk? After you've revealed the map, take note of the best spots
for Forts. Attack and defeat enemy Forts, and build your own there. To save
population count, build static defenses to protect those Forts. After you've
controlled the map and barricaded your enemy, victory is in your grasp.

[ Tanks Are Ideal ]

My favorite unit, the Thor AT Gun, rips up tanks faster than a stray starving
cat. But keep in mind the tanks cost less than Cybers, and have half the pop
value. Therefore I advise you to pump your points to upgrading your tanks,
since you rely on the Gladiator for combat, and Skywatcher for mobile AA.



=============================================================

*****************
*****Endnote*****
*****************

=============================================================

The Digital epoch is the not-so-distant future, and is a large step up from the
Modern age. Alot of infantries are eliminated, like the pesky Sniper, so no
more worrying about that. A large line of Cybers are introduced, and all tanks
have been reduced to provide an all-in-one package, the Gladiator Tank, which
is surprisingly quite versatile and ideal for combat. This epoch is fun to
explore around in, even though most of the Cybers are useless, and can be a
pain than fun.

My next project will focus on the Middle Ages. I checked out the Nano age for
10 minutes, and found it to be a slight step from Digital. Most Cybers are
just updated versions (added "II" to the end, like "Hyperion II") and probably
perform a bit better. There are two new Cybers, and tanks are slightly
updated.

I hope you enjoyed reading this FAQ! Please feel free to send your comments,
suggestions, and requests to my e-mail at "ekinlegend@yahoo.com".

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