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User manual GAMES PC EMPIRE EARTH II

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User guide GAMES PC EMPIRE EARTH II

Detailed instructions for use are in the User's Guide.

Empire Earth® II Table of Contents I. Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 Game Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 Game Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Unit and Building Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 Your World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 Your Views . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 II: Basic Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 Epochs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 Cities and City Centers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 Citizens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 Crowns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17 Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 Population Capacity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19 Territories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19 Weather . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 1 Empire Earth® II III: Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 Creating Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 Selecting Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 Upgrading Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 Moving Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 Unit Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23 IV: Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 V: Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33 Land Formations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33 Sea Formations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34 VI: Diplomacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34 Diplomatic States . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34 Tribute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 Making War Plans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36 VII: Civilizations and Regions . . . . . . . . . . . . . . . . . . . . . . . . . . . .36 Western . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36 Middle Eastern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37 Far Eastern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38 Meso-American . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38 VIII: Regional Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39 Western Regional Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39 Middle Eastern Regional Powers . . . . . . . . . . . . . . . . . . . . . . . . .39 Far Eastern Regional Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 Meso-American Regional Powers . . . . . . . . . . . . . . . . . . . . . . . .40 IX: Wonders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41 Western Wonders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41 Middle Eastern Wonders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41 Far Eastern Wonders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 Meso-American Wonders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 X: Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44 XI: Customer Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 XII: System Specifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 XIII: License Agreement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49 Empire Earth® II I. Getting Started Welcome to Empire Earth II. This brief guide provides you with information on the basics of how to play the game and what to expect as you lead your civilization to glory. For more detailed information, please consult the Empire Earth Encyclopedia, which you can easily access from the game. Installation To install Empire Earth II, place the CD-ROM into your CD-ROM drive. The auto-install should start automatically. If it doesn't for some reason, access "My Computer" (by either double-clicking on the My Computer icon on your desktop or by going to Start> My Computer if you have Windows®XP) and double-click on the icon that represents your CD-ROM drive. Double-click on Setup.exe, and the auto-install will start. After the auto-install starts, follow the directions on the screen to install Empire Earth II. After installation, launch the game. If it's your first time playing EE2 you'll be prompted to choose your skill level as an RTS player. The skill level you select determines overall game difficulty. You can also change these settings manually at any point before a game is started. Once you've made your selection you'll be presented with the Main Screen, where you can choose what type of game you'd like to play, view a recording of a game, adjust your game settings, and access the Empire Earth Encyclopedia. You can also view the credits for the game and access the game's map editor from the Main Screen. Before you can start playing Empire Earth II, you must first decide which type of game you'd like to play. Game Types There are two types of games in Empire Earth II: single player and multiplayer. Single Player ­ The single player game is made up of a short Tutorial Campaign, three Campaigns and the Turning Points Collection. In the Campaigns, you'll play through some of the most exciting historical events of Korea, Germany and the U.S. In the Turning Points Collection, you'll have the opportunity to fight two of the most famous 2 3 Empire Earth® II battles in history: the invasion of Normandy during World War II and the Battle of the Three Kingdoms in China, circa 230 ­ 480 AD. From the Single Player Screen you can also play Skirmish games against the computer, Saved Games, and custom-made Scenarios. Empire Earth® II you play on teams. As in Capitols, if your first City Center is captured and out of your control for that configurable period, you are out of the game. If, however, your teammate re-captures your City Center, control of the Capitol reverts to you, and you are back in action. Regicide ­ Your duty in Regicide is to protect your king at all costs. If your king is killed, you are out of the game. Team play is available in Regicide. Hot Spots ­ In Hot Spots, the game host selects a number of locations on the map considered to be vital. When the game begins, the first hot spot is visible, and all players vie to capture it by building a Fortress upon it. Once a spot is captured, the next one is revealed. The person with the most hot spots at the end of the game wins. Hot spots can be played in teams. Sole Survivor mode is an option available for three of the game types: Conquest, Regicide and Capitols. In this mode, there can be only one winner - teams may be established during game setup and alliances may be entered into during the game, but when there is only one team remaining all alliances are automatically broken. When a game is created with locked teams, then all players on the same team contribute to satisfying the victory condition. Once this victory condition is met, then all players on the team are declared winners and the game ends. So if 9 territories must be controlled for victory, and 3 players on a team together control 9 territories then they win. If a game is created with unlocked teams, then alliances may still be entered into during the course of the game, but only one player may satisfy the victory conditions and win. When you join a multiplayer game, you'll get to choose which civilization you'd like to lead. To help you decide, more information on each of the civilizations is presented later in this manual. SETTING UP A GAME (Multi-player or Skirmish) Before you can start your own Single Player or Multiplayer game, you must set parameters of the game. You will be able to select the civilization you would like to be, and what epoch you will be starting in, you will also be able to set the computers skill level. You can also choose the number of citizens that all players will start with. When a game is created teams may be locked or unlocked. If teams are Multiplayer ­ You can play multi-player games over the Internet through Gamespy.com or through a LAN connection. In multiplayer games, you can play with or against up to nine other players. You can join a game created by someone else or host your own game. If you do choose to host your own game, you will have a wide range of choices to make, including the game type, gameplay settings, map type, and environment options. The types of games are: Conquest ­ In a conquest game, you seek to completely destroy your enemies. To eliminate a player by conquest you must destroy all his military units and all buildings capable of producing units. Teams can play conquest. Crowns ­ Number. To win a Crowns game, you must win a certain number of crowns, specified by the host of the game. Crowns ­ Time of Possession. The host specifies the amount of time in minutes that a player must have spent in possession of any combination of crowns in order to be declared the winner. Territory Control ­ You must control a percentage of territories to win a territories game. The host decides how many territories are needed to win. King of the Hill ­ At the beginning of a King of the Hill game, a neutral territory occupies the center of the map. The first player to capture and hold the King of the Hill structure in the neutral territory for a specified amount of time wins. Capitols ­ In a Capitols game, your first City Center is your Capitol and cannot be destroyed, it can only be captured. If your City Center is captured, you have a host configurable amount of time to reclaim it, or you are out of the game. You can continue to follow the action as an observer, but you cannot talk to other players still in the game. Allied Capitols ­ Allied Capitols is just like Capitols, except 4 5 Empire Earth® II locked, then all players on the same team contribute to satisfy the victory condition. If unlocked, then alliances may be changed during the course of the game but only one player can be declared the winner. Population capacity can be set in one of two ways. One way is to assign all players a fixed population limit that they cannot exceed. The other way is to use a global population capacity, which is divided evenly between all the players at the start of the game. This can be set using the Population Redistribution option in the Advanced tab. When players are eliminated, their population will be redistributed among the remaining players in the game. In a multiplayer game, when a human player exits a game the On Player Exit selection determines what happens to his remaining units on the map. The options include having a fully functioning AI take over, having a purely defensive AI take over, or removing all the player's units and buildings from the world. The game options are organized into four tabs: GAME, ADVANCED, MAP, and ENVIRONMENT. The GAME tab contains options for game pace, epoch range, starting resources, locking teams, enabling cooperative teams, maximum population capacity per city, and if there is an initial ceasefire. If a ceasefire is selected then no one can attack for the duration specified. The ADVANCED tab contains options for game speed, enabling cheats, locking handicaps, enabling unbreakable treaties, city center population capacity, team placement, and the state of the shroud and fog of war at the start of the game. The MAP tab contains options related to the physical size of the map, its geography, climate, elevation, forestation, resource distribution, and how many rivers (if any) are present on the map. There is also an option for loading custom maps. The ENVIRONMENT tab contains options for the cycling of the seasons, setting the duration in minutes of the season (if seasons are enabled), the starting season, the time of day (this determines the lighting used on the map), whether weather and wind are present on the map. Empire Earth® II QUICK START (Multiplayer or Skirmish) Quick Start is a game setup variant that allows players to begin the game with more units, buildings, and technologies than the normal default mode. To enable this option in a Multiplayer game, the host checks the box labeled `Quick Start' located in Game Settings. Quick Start is also available in Single Player Skirmish mode. Once Quick Start is enabled, a drop down list box becomes active with the following options: Small, Medium, and Large. Each size level determines the number of troops and buildings that the player starts the game with. When Quick Start is enabled, a `Choose Forces' button appears in the lower right corner of the screen. Pressing this button brings up a panel with the options for choosing starting forces. There are four Empire Types to choose from: Balanced, Military, Imperial, Economic. Each one features a different make-up of starting troops and buildings that are geared towards that style of play. Once an Empire Type is selected, the starting forces can be further refined to suit the player's style by selecting from the following options: Standard, Aggressive, and Defensive. Each of these choices feature the icons and numbers of all the troops and buildings associated with that selection. The player can mouse over the individual icons and get a concise tool tip showing the unit type and quantity. The Choose Forces button remains accessible until the player clicks `Ready' or `Launch.' Game Settings Use the Game Settings to determine how Empire Earth II will look, sound, and react. In the audio settings, you can decide whether or not you want to listen to the music and ambient sounds, and also set the volume. Use the video options to set your screen resolution and determine how detailed the game graphics will be. The game settings allow you to set your scroll speed and your mouse clicking speed, along with determining how frequently the game will auto-save. Here, you can also choose what type of tool tips ­ if any ­ you'd like to see. Verbose Tool Tips tell you everything you need to know about an object when you place your cursor over it. Condensed Tool Tips just show you the basics when you place your cursor over an object. There several other user interface options available in Game Settings as well. You can access the game settings from the Game Screen when you start the game, or by clicking the Game Settings button on the right side of the Main Screen anytime during the game. 7 6 Empire Earth® II Empire Earth® II Chat Game Options Button Opens the game settings screen. Game Interface Control Groups Assign any combinations of units into numbered groups. Player Info Display Shows your player name, civilization the current Epoch. Pause Opens the text chat window. Empire Earth II Encylopedia Opens the in-game help glossary. Scenario Objectives Recalls list of objectives in scenario games. Crown Icon Appears when a player has earned a crown. When you've earned a crown, a flashing icon appears. Click on it to choose your crown power. A meter in player color will indicate the time remaining. Scenario Information Statistics window for Territory Control or Initial Cease Fire games. Verbose Tool Tips Technology Tree Reveal technologies available for research. Explanations of game objects will appear here when selected by the mouse. Turn off verbose tool tips in Game Settings. Mini Map Representation of the entire game map. Toggle War plan War plan overlay on or off. Regional Power Activates your special power. Game Clock Time elapsed during current game. Territories View or hide territory boundaries. Coordinated Attack Allows the player to issue commands to your units with out having them react until you toggle it off. Picture-in-Picture Your second window into the game world. Idle Citizen Reveal citizens not assigned to a task. PIP View Hot Keys Diplomacy Propose or review alliances and declare war. Use the hot keys to anchor the PIP camera to a unit, control group or point on the map. Flare Create a marker to note an important area on the map. Actions Panel Displays available actions for selected unit. Calendar Track the changing seasons by the changing months. Citizen Manager Click the button to open the full screen Citizen Manager which can be used to control all your worker units at once. Resource Meter Territory Indicator Amount of territories in your empire. Displays quantity of resources collected. Citizens may be assigned onto or removed from a particular resource pile with left or right mouse clicks. War Plans Create, send or review plans of attack. Crown Display Monitor progress in each Crown area. Information Panel Show attributes of selected game objects. 8 9 Empire Earth® II Empire Earth® II · CONTROL GROUPS AREA ­ You can assign any combination of units to a Control Group, which you can easily select later. To access the Control Groups area, click the Fly-out button to the left of the Player Info display. Game Options button. Hitting the ESC key will also bring this panel up. The right Fly-out button also accesses Chat and the Empire Earth Encyclopedia, and the Scenario Objectives button if you are playing a scenario: messages to others playing the game. · GAME OPTIONS ­ Click the right Fly-out button to access the · CHAT ­ The Chat button opens a window that allows you to send · EMPIRE EARTH ENCYCLOPEDIA ­ Click the Empire Earth Interface Everything you need to know, see, and do is a mouse click or two away in Empire Earth II. The buttons and tools on the Main Screen give you full control over everything in the game. Here is what you'll find on the main screen: Encyclopedia button to access complete information on all the features of the game. · SCENARIO OBJECTIVES ­ Clicking on the Scenario Objectives · PICTURE-IN-PICTURE ­ The Picture-in-Picture (PIP) window is a second window into your game world. Most things which you can do in the main 3D view you can also do in the PIP. · WAR PLANS ­ Clicking on the War Plans button brings you to the War Plans section of the Full Map Screen, where you can create, send, and review plans of attack with your allies. button brings you to the Scenario Objectives section of the Full Map Screen. Here you can review the current set of objectives for the scenario, including Primary Objectives, Secondary Objectives, and Lose Conditions. When appropriate, color-coded flags corresponding to the objective are placed on the map. Mouse over a flag or an objective name to receive more information about the objective. There is also an Information button which will give you a briefing for the scenario, hints, and historical background. to see which technologies you can research. Mouse over each technology for a description. Click on a technology to research it. · TECHNOLOGY TREE ­ Click the Technology Tree button · DIPLOMACY ­ Click the Diplomacy button to propose and review alliances, declare war or neutrality, and tribute resources, units, and territories. · CITIZEN MANAGER ­ Clicking on the Citizen Manager button brings you to the Citizen Manager section of the Full Map Screen, where you can assign citizens to gather resources, help build or repair your buildings, create new Farms, Oil Derricks, or Uranium Mines, and review your current resource amounts. · PLAYER INFO DISPLAY ­ In the Player Info Display, you'll see your name, your civilization and your current Epoch. When you have researched enough technologies (6) to advance to the next Epoch, the Epoch display becomes a button. Once you have enough technology points to advance to the next Epoch, the button will flash. Click it to advance to the next Epoch. · CROWN DISPLAY ­ The Crown Display button shows you the progress you are making in each of the crown areas. Mouse over the information for a particular crown to see current rankings for all players competing for that crown. Players are listed from top to bottom based on their qualification to win the crown and score. Only your score is visible by default, but can you can use your spy to gather intelligence at another player's city center and there crown score will be visible for a period of time. When a player 10 11 Empire Earth® II has won a crown, the crown appears in the upper right corner of the screen. If you win a crown, click on the crown icon to select your crown power. If you mouse over a crown icon, you can see who owns it and how much time remains. Empire Earth® II Unit and Building Interface When you select one or more units or buildings, the interface splits into an actions panel (on the left) and an information panel (on the right). If you have a single unit or building selected, the information panel will show extended information for that unit, including name, health, attack damage, attack range, current conversion/capture loyalty, status from game powers and effects, and additional information depending on the type of unit or building. If you have multiple units or buildings selected, the information panel will display a single icon for each type of unit or building, with a number indicating the number of that type selected, and a red triangle with a number indicating how many are below a certain health threshold. You can select all units of a given type by left-clicking on its icon, and deselect by right-clicking; clicking on the red triangle will only act on the damaged units. You can also ALT+left-click only the red triangle to select on the healthy units. You can also SHIFT+left-click to select multiple types of units in this manner. If you have selected your own unit or building, the actions panel will display a set of buttons representing the set of available actions for that unit. If you have multiple units or buildings selected, the actions panel will only display buttons for the active unit type in the selection; the active unit type has a blue border around its icon in the information panel, and you can change which icon is active using the left and right bracket keys ([, ]). Some of the action buttons will instantly give orders to the selected units when you click on them (for example, Stop, Explore, Search and Destroy). Others will require additional input from the user, typically by clicking one or more times in the game world (for example Move, Attack, Gather Resource). When you select a citizen, you will see two buttons ­ Civilian Structures and Military Structures ­ that indicate the types of buildings your citizen can build. Select one of these types, then select the specific building you'd like your citizen to build. Move the cursor to the Main Screen to place the building ­ if a green outline of the building appears, you've selected a valid location. If a yellow outline appears, this means this area is not on a player owned or allied territory and it will take longer to build. If a red outline appears, you cannot place the building in that location and will have to keep looking. · REGIONAL POWER ­ This button activates the timed Regional Power that your civilization has access to (see VIII. Regional Powers below). · GAME CLOCK ­ Displays the time since the start of the game. · GAME CALENDAR ­ Displays the current game month. · VERBOSE TOOL TIPS ­ Verbose Tool Tips are displayed above the Picture-in-Picture screen. You can turn these on or off through the Game Settings. · MINI-MAP BUTTONS ­ There are several buttons on the Mini-Map to help you manage your world. Coordinated attack button. Flare ­ To set a flare (which can be helpful to communicate locations during multi-player games), click the Flare button, then click a location either on the Mini-Map or on the Main Screen. Idle Citizen ­ Click the Idle Citizen button to select an idle citizen and assign the lay-about to a task. If you have more than one idle citizen, click the Idle Citizen button again to select another one. Coordinated Attack ­ Allows the player to issue commands to your units with out having them react until you toggle it off. Territories ­ Click the Territories button to view or hide the territory boundaries on the Mini-Map. Toggle Current War Plan ­ Allows you to view the most recent war plan sent to you on the Mini-Map. 12 13 Empire Earth® II You can also select another player's unit or building. When you do, you'll see who owns the unit or building and your diplomatic status towards the player. Empire Earth® II You can set up to six bookmarked locations or units in the PIP, so that you can easily keep track of multiple units or points of interest. To bookmark a location, set the Main Screen to that location and then click the bookmark button. To bookmark a unit or building, select the unit or building you wish to bookmark and then click the bookmark button. To view a bookmark once it has been set, click the bookmark button again. To clear a bookmark, right-click on the bookmark button. You can cycle through your current bookmarks by clicking the Cycle Bookmarks button. There is also a Flare bookmark button, which will show the most recent Flare location. To copy the PIP view to the Main Screen, click the Copy PIP to Main Screen button in the upper-left of the PIP window. To swap the PIP and Main Screens, click the Swap Views button in the upper-right of the PIP window. Your World When you begin a game of Empire Earth II, only a small portion of the world is visible to you. As you explore your surroundings, more and more of the world is revealed. You can see where you are generally, along with the land you have already explored, in the Mini-Map located in the bottom left of the screen. The portion of the world you can see is in your line of sight. Areas that you haven't explored are hidden by the black shroud. If you've explored an area but don't currently have line of sight there, the area is clouded by the fog of war. Your Views You have several different ways of keeping track of the world around you. The Main Screen displays your current view, and you can select units and issue orders from this screen. As mentioned above, the Mini-Map shows you where you have been and indicates where your units, buildings, and resources are. You can also view the world via the Full Screen Map. Access the Full Screen Map by pressing Tab. From the Full Screen Map, you can manage your citizens and make war plans. To move the Main Screen, you can use the arrow keys, or move the mouse off the edge of the screen. You can zoom the camera in and out using the Page-Up/Page-Down keys (or using the mouse wheel if you have a wheeled mouse). The Picture-in-Picture window is another fully functional window into the game. You can left-click or drag to select units and give them orders by right-clicking on targets, just as you can in the main screen. You can also select units in the main screen, and order them to the PIP location by right-clicking in the window. To adjust your view in the Picture-inPicture window, mouse over the PIP and use the arrow keys, PageUp/Page-Down keys, and mouse wheel just as you would in the Main Screen. If you do not have any units selected, you can also right-click and drag on the terrain in the PIP to move the camera around. II. Basic Concepts There are a few basic concepts in Empire Earth II to employ in your strategy for world domination. Epochs As time passes, civilizations become more advanced. Epochs represent the changes in civilization over time. As you advance through the epochs, new and improved buildings and units become available to you. To advance to a new epoch, you must first research technologies in the Tech Tree. When you have researched 6 technologies and have the necessary technology points, you can advance to the next epoch by clicking the Epoch button. You can choose, however, to remain in your current epoch to continue researching technologies. The more you research a certain technology area, the more advanced your units and buildings will become in the area. These special skills could come in handy down the road. 14 15 Empire Earth® II In fact, one of your most important strategic decisions will be when to advance epochs. Later epochs by definition grant you better units and buildings, but remaining in an earlier epoch longer to research additional technologies may ultimately give you an advantage over your enemies. Empire Earth® II You can also use citizens to garrison certain buildings, making those buildings more efficient. Building that can be garrisoned include Universities, Fortresses, Warehouses, Oil Derricks, Uranium Mines, City Centers, and Towers. Temples can also be garrisoned, but only by priests. Cities and City Centers The City Center is the primary building in your empire. It produces Citizens and is required to own a territory. City Centers are powerful and grant benefits to all units that lie within its range, also called your city limits. To build a City Center, you must first have enough resources to build it. When you do, you can instruct your citizen(s) to build the City Center. Once the City Center is constructed, you can view the territory within your city limits by moving your cursor over the City Center. You'll also see your city limits any time you build another building within its boundaries. A Territory can only support one City Center at a time. Mobile units heal when inside the city limits of your own City Centers, as well as those owned by your allies. As you advance through the epochs, city limits become larger. You'll notice an increase in size in Epoch 4, 7, 10 and 13. Crowns Crowns measure your skills as a ruler. There are three crowns: Military, Economic, and Imperial. If you are the best in one of these categories, you earn that crown, which gives you certain benefits. The first step to winning any crown is to research deeply into the technology of the corresponding crown area. You must research all four technologies in the appropriate branch to qualify. your crown score. For the Military Crown, the more enemies you kill and buildings you destroy or capture, the higher your Military Crown ranking will be. Your ranking also increases for every military technology you research and every military building, military unit, and wonder you own. Military Crown ­ There are other factors that determine Economic Crown ­ Your Economic Crown score will increase when you research economic technologies, own economic buildings and wonders, operate trade routes, gather resources, and foster trade. on how many imperial technologies you've researched and number of territories, roads, bridges, wonders, priests, spies, and medics you control. Your ranking also increases based on your current population level, amount of resources you've captured, and the number of enemy units you've converted. If you earn a crown, you will have a choice of a special benefit. These benefits last for only a certain amount of time, so choose wisely and act quickly. Citizens Your citizens keep your civilization going. They collect resources, and build and repair structures. Citizens are needed to help create and maintain your empire! To create a new citizen, you must first construct a City Center. Once construction is complete, you can create a new citizen when you have the resources to do so by selecting the City Center and clicking the unit construction button. One of the citizens' most important roles is gathering resources. These resources are used in the construction of buildings and the creation of new units. Resources fuel every civilization. Imperial Crown ­ Your Imperial Crown score is based 16 17 Empire Earth® II Empire Earth® II Technology Civilizations grow more advanced through technology. The technologies you can research are displayed on the Technology Tree. To obtain a new technology, you must acquire technology points. There are several ways to earn technology points. Garrisoned priests can earn them at Temples, and garrisoned citizens can accumulate them at Universities. You also earn technology points when you claim a territory, capture a Temple or University, and occasionally when a trade cart visits foreign Markets. Once you have accumulated enough technology points, you can discover a new technology. Resources Before buildings can be constructed and units created, resources must be gathered. The four main resources are food, wood, stone, and gold. There are also special resources: tin in Epochs 1 through 6, iron in Epochs 4 through 9, saltpeter in Epochs 7 through 12, oil in Epochs 10 through 15 and uranium in Epochs 13 through 15. To collect a resource, you must first find it. Once you've discovered a resource, you can instruct a citizen to begin gathering it by selecting the citizen and clicking on the resource. The citizen will continue to gather the resource until you tell him to stop. The exceptions are oil and uranium. To coax oil from the ground, build an oil rig over the oil and garrison the rig. Harvesting uranium is similar: build a mine over the uranium and garrison it to extract uranium. Territories The world is divided into territories. You can tell who owns each territory by the color of the border. A solid border means that the territory belongs to a player. A dotted line means that there is no City Center on the territory, so its ownership is in dispute.When a territory is in dispute, the owner gains no benefit from any houses he's constructed in the territory. This includes all population morale, fervor and resource drop off bonuses. A gray border indicates an unclaimed territory. To claim a territory, you must build a City Center in it, provided that this territory is adjacent to one you already own. If you want to claim a territory that does not border your own, you must build a City Center and a Fortress to protect it. There can only be one City Center, one Temple, one Market, one University, and up to six houses on any single territory at a time. As well, you are limited as to the number of Outposts, Fortresses, Anti-Aircraft Guns and Coastal Defenses you construct in each territory. Your units and buildings will have an increased attack value when they operate within your territory borders. Building houses in your territories grants even more benefits. Resource gatherers are more efficient and drop off additional goods. Your units (as well as other friendly units), wanting to protect their home turf, inflict more damage on enemies ("Fervor") and take on less damage themselves ("Morale"). When you select the Tech Tree button, the bottom portion of the screen changes to reveal the types of technology you can research. Hold the cursor over a technology to view its description. Population Capacity The land can only support a limited number of units. This number is called the population capacity. Most units only contribute one point to the total number of population capacity points allowed, but some larger units, such as mounted units, contribute more. When you are creating units, you must carefully consider how to balance your military and non-military units. You can increase your population capacity by acquiring new territories and building additional City Centers, and by building Houses. 18 19 Empire Earth® II You can conquer another player's territory by capturing his City Center, provided that the territory is adjacent to yours. If the territory is not adjacent to yours, you must capture the City Center and either build or capture a Fortress to take over. You can construct buildings on territories that are unclaimed or owned by another player, but there is a significant build time increase for doing so ­ and the building-type limitations always apply. Empire Earth® II the empty slots in the control group area. Then, when you want to select these units again, simply press the number you've assigned them to or click the appropriate slot in the control group area. Upgrading Units Each military unit can also be upgraded to veteran and then elite status. This upgrade will increase the unit's abilities. The name of the unit will change to show the upgrade. In EE II, units and buildings upgrade automatically based on epoch. Weather Weather conditions such as snow, rain and wind affect units, slowing their movement and reducing their range of sight. Extreme weather such as blizzards and sandstorms will increase these penalties. For example, projectiles fired upon airborne targets during a sandstorm may miss. A wise commander will use Outposts to predict the weather. Use the knowledge of upcoming weather conditions to adapt your strategy and force compensation to your advantage. Moving Units To move your selected units, right-click on the location you'd like the units to move to. This destination can be in the main screen, the PIP, or the Mini-Map. You can also instruct them to move by left-clicking on the move button, and then left-clicking on your desired destination. You can tell a single unit or group of units to take on a certain stance, which governs the unit's behavior. You can also set the stance of all units of a particular type in the world by selecting the unit and holding down the ALT key and choosing a stance; this will also change the stance for units of that type which are subsequently produced. The stances that units can take are: Aggressive ­ Aggressive units actively engage units within their lines of sight, and they will continue to pursue enemies until one side loses. If your units win the battle, they will return to their original position.Units set on aggressive will not return to their original location after they engage the enemy. Defend ­ Units will attack any enemy unit that comes into their lines of sight, but they will not actively seek out or pursue enemies. If your unit wins the battle, it will move back to its original position. Hold Position ­ Units will not move to engage an enemy, but will attack an enemy that enters its range. Hold Fire ­ Units will not move or attack. Cautious ­ Cautious units flee enemy units, avoiding contact at all costs. III. Units Creating Units Each unit is created at a particular building. To create a unit, you must first build the appropriate building. Then, when you have the necessary resources, you can create the unit by selecting the building and clicking the unit creation button. Selecting Units To select a unit, left-click on it in the main screen or the PIP. You can select several units at the same time by holding down the left mouse button and dragging a box around the units you wish to select. Double left-clicking on a unit will select all units of that type. Hold down ALT while left-clicking to select a formation of units. Holding down shift while using any of these methods of selection will add the new units to the current selection. If you'd like to be able to easily select a particular group of units again, you can assign them to a control group. With your desired units selected, press the control key and select a number, 0-9, or select one of 20 21 Empire Earth® II You can also issue specific orders to your units. The orders are: Attack Move ­ Your units will move to the location you specify, engaging enemies in battle along the way. Explore ­ Units will explore the land, avoiding enemies. Search and Destroy ­ Units will seek out enemies with the sole purpose of fighting them. Attack. When told to attack, your units will engage the enemy, then return to their previous stance when the battle is done. Attack Group of Units ­ Similar to Attack, but your selected units will distribute the target units they attack among those near to the one you clicked on. Attack Preferred Type of Units ­ Similar to Attack, but in addition you specify that you would like the selected units to select future attack targets of the type you clicked on (for example, you could use this to specify that you want a group of Swordsmen to direct most of their attacks towards Bow Men). Move ­ When given a simple move order, units move to the desired location, ignoring what their current stance is. Rally Point ­ Buildings that create units can use this function to set a point where the new units that are produced will go once they are created. Guard Unit ­ The unit will guard another specified unit. Patrol ­ Units will follow a patrol path, engaging enemies that come within range. Stop ­ Units will stop all movement. Capture ­ Infantry units can be ordered to capture a building from the enemy. Gather Resource ­ Citizens and fishing ships can be ordered to gather a resource. Build/Repair ­ Citizens can be ordered to help build or repair one of your buildings. Empire Earth® II Attack Ground ­ Orders the unit to fire its weapon at a specifed ground location Build Civilian Structures, Build Military Structures ­ Use these buttons to order your citizens to build a variety of Civilian or Military buildings and structures. Auto-cast ­ Units with special powers can be ordered to automatically use them as their default attack by right-clicking on their special power button. Coordinated Attack ­ Coordinated Attack allows you to queue up orders for multiple units and then execute them simultaneously. This is particularly useful when coordinating a large attack against an enemy target from different locations. To initiate a Coordinated Attack first press the apostrophe key. This displays the Coordinated Attack icon in the upper left hand corner of the screen. Then select the units you want to participate and give them their orders. Only attack and movement orders are valid. When you are ready to go, press the apostrophe key. Now watch as your master plan unfolds. Unit Types There are many different units in Empire Earth II, and each serves its own purpose. Citizens ­ Citizens are the "bread and butter" of your civilization, and all of their functions are discussed previously in this manual. They are created at City Centers. Special Units ­ There are several units that serve a special, valuable function in your civilization. The special units are priests, spies, scouts, medics, and HERCs. Priests ­ Priests are created at the Temple. These powerful units have the ability to convert enemy units to your side. When priests are at full strength, they can convert an enemy unit within their range, but doing so will sap the priest's strength. When the priest recovers, he can convert more enemies. Priests can also bless units within their range, granting these units a bonus. 22 23 Empire Earth® II Spies ­ Spies are versatile units that can provide you with a number of services. Spies are also very stealthy and may only be spotted by other spies and outposts. This applies to all players in the game, including your allies. The services that spies can provide are: Empire Earth® II Medics ­ Medics can heal your damaged units on the battlefield. They can only heal human units and units that have a visible human crew. Medics are produced at the university. Repair HERCs ­ Repair HERCs can fix the complex machinery of other HERCs. HERC's are produced at the HERC Manufacturing Facility. Leaders ­ Leaders are noted dignitaries in your civilization, adept at military, economic, or imperial skills. These leaders are so important that they should be protected at all costs. You may only have one leader at a time. Each leader has his or her own powers, some of which are active powers (which means that you'll have to tell the leaders to employ them) and some of which are passive (which means that the power is always in effect). Sometimes, you are blessed with a leader at the start of a scenario, but generally you have to earn them. When you win a crown, you temporarily gain the a leader of that type at your starting (or oldest) city center. If you have no city centers, you do not receive a leader. Sabotage ­ The spy shuts down an enemy building. Restore ­ A spy can also reverse the effects of sabotage on a building. Toxic Contamination ­ The spy will poison another player's Warehouse or City Center. While poisoned, units within the city become ill and the goods stored at the Warehouse are tainted. When a city center or warehouse is contaminated, any citizen that drops off resources there also becomes contaminated. If this happens, the citizen takes damage for as long as it is contaminated. Toxic Cleanup ­ If one of your Warehouses or City Centers has been contaminated, your spy can clean it up. Gather Intelligence ­ To tell a spy to gather intelligence select a spy and click the Gather Intelligence button. Then, select a neutral or enemy building. The spy will gain line of sight of all buildings of that type. If you select a City Center, you'll be able to view all of that player's crown information. In addition, each time a Spy successfully Gathers Intelligence, you will be awarded some of the enemy's Technology Points. Extraction ­ With extraction, you can smuggle your spies out of enemy territories. Land Land units are among the first military units that you can create. Heavy Artillery ­ Heavy Artillery units inflict heavy damage from great distance. They are effective against Heavy Infantry units and Light Mounted units, but are vulnerable to Light Infantry, Heavy Mounted units and Bombers. The types of Heavy Artillery are the Onager, Catapult, Trebuchet, Bombard Cannon, Siege Gun, Self-Propelled Artillery and the Net Fire Launcher. Heavy Artillery is produced at the workshop and factory Heavy Infantry ­ Heavy Infantry first become available in the Epoch 1. They are good against Light Artillery, Anti-Aircraft units and Light Mounted units. Light Infantry, Heavy Artillery and Bombers, however, can exploit the Heavy Infantry's weaknesses. Heavy Infantry units are trained at the barracks. Heavy Infantry units include Maceman, Spearman, Spies must be at 100 % power to conduct any of these actions. The ability to utilize some of these abilities must be researched in the Tech Tree. Scouts ­ Scouts can be sent out to explore the land, uncovering resources and enemies. They are created at City Centers. 24 25 Empire Earth® II Swordsman, Man at Arms, Pikeman, Musketeer, Halberdier, Regular, Rifleman, Machine Gunner, Assault Rifleman, Mini Gunner and Objective Force Warrior. Heavy Mounted ­ Heavy Mounted units are the both quick and powerful, able to take on quite a bit of damage. They are made at the Stable until Epoch 10, and at the Manufacturing Plant from Epoch 11 to Epoch 15. They are particularly damaging to Light Infantry and Heavy Artillery. They are vulnerable to Light Artillery, Light Mounted Infantry and Bombers. The Heavy Mounted units are Mounted Infantry, Armored Cavalry, Medieval Cavalry, Lancer, Imperial Lancer, Machine Gun Tank, Assault Tank, Main Battle Tank, Gun Helicopter, Minotaur Heavy HERC, Heavy Gun Helicopter, and Myrmidon Heavy Tank. Light Artillery ­ They are effective against Light Infantry and Heavy Mounted units and vulnerable to Light Mounted and Bomber units. Light Artillery units include the Stone Thrower, Scorpion, Ballista, Culverin, Field Gun, Field Artillery, AA Half-Track, Mobile Rocket Launcher MRLS), Paladin Point Defense, Stinger HMMWV, and the Fusion Caster. Light Artillery can inflict quite a bit of damage and can also move faster than Heavy Artillery. They are manufactured at the workshop and the factory. Light Infantry ­ Light Infantry provide a balance between speed and power. They are built at the Barracks and are especially good against Heavy Artillery and Heavy Infantry units. Light Artillery, Heavy Mounted and Bomber units are most effective against Light Infantry units. These units include the Bow Man, Composite Bow Man, Crossbow Man, Grenade Pistoleer, Grenadier, Mortar, Incendiary Mortar and Bomblet Mortar. Light Mounted ­ Light Mounted units are built at the Stable and, after Epoch 10, the Manufacturing Plant. They are most damaging against Light Artillery, Anti-Aircraft and Heavy Mounted units. They are vulnerable to Heavy Infantry, Heavy Artillery and Bomber units. The Light Mounted units are the Mounted Slinger, Mounted Skirmisher, Horse Archer, Carbineer, Dragoon, Gun Tank, Tank Destroyer, RPG Striker, Disruptor Medium Tank, Artemis Light HERCs, and Heavy Missile Helicopter. 26 Empire Earth® II Rams ­ Rams can be used to attack a variety of enemy structures, including walls, palisades, and buildings. They become available in Epoch 3. Siege Towers ­ Siege Towers are used for transporting troops across the battlefield. It becomes available in Epoch 4. Sea All sea units are built at the Dock. Aircraft Carriers ­ Aircraft Carriers bring a little air power to the seas. The Aircraft Carrier first becomes available in Epoch 11, and a second type of aircraft carrier, the Sea Archer, becomes available in Epoch 14. Battleships ­ Battleships are effective against land, sea and air units. The other battleships are Missile Cruisers and Leviathans. They are most effective against Destroyers and X-Ships and are vulnerable to Submarines, Attack Submarines, and Nuclear Bombers. They are first available in Epoch 11. Destroyers ­ The fast-moving Destroyer is particularly deadly against Submarines, but is vulnerable against Battleships and Missile Cruisers. They have a variety of arms, including anti-aircraft guns and depth charges. The Destroyer becomes available in Epoch 11. Subsequent epochs witness the rise of the Sensor Destroyer, and the X-Ship. Fighting Sail ­ They are fast and very deadly. They are excellent against Frigates, but Galleons are effective against them. The warships are the Caravel, the Ship of the Line, and the Iron Clad. Fighting Sail first become available in Epoch 6. Frigates ­ Flanked on both sides by cannons, the Frigate is designed to broadside other ships. They are especially damaging to Galleons, but have trouble fending off Warships. They become available in Epoch 6. The frigates are the Barque, Privateer, and Frigate. 27 Empire Earth® II Galleons ­ In Epoch 6, Galleons become available. They are tough ships, able to take on and inflict a lot of damage. They are effective against Warships but vulnerable to Frigates. The galleons are the Galleass, Carrack, and Galleon. Submarines ­ Submarines travel beneath the seas, unnoticed by all except for Destroyers. While it is under the sea, however, it cannot fire upon enemies. It must emerge from the deep to fire its missiles. Destroyers and Nuclear Bombers can inflict significant damage against Submarines, but the Submarine can punish Battleships. Submarines are first available in Epoch 11. The other types of submarines are the Attack Submarines and the Manta Submarine. Galley ­ Galleys are the earliest ships. In Epoch 1, the Galley is available, followed by the Trireme in Epoch 3 and the Decareme in Epoch 5. Empire Earth® II Tactical Bomber ­ Tactical Bombers are very fast and can deliver significant payloads. They are especially effective against Sea Units. The earliest Tactical Bomber is the Tri-Plane, available in Epoch 11. The other Tactical Bombers are the Dive Bomber, the Strike Fighter, the Stealth Tactical Bomber, and the Smart Plane. Nuclear-Bombers ­ Nuclear Bombers are aircraft capable of carrying and delivering a single thermonuclear device onto a target. Nuclear Bombers are especially good against Land Units and are vulnerable to Fighters and Anti-Aircraft Guns. The Nuclear Bomber is first available in Epoch 12. Non-Combat Units There are several units that bring a lot of value to your civilization without going into combat. Air Air units are built at the Airport and Hangar. Helicopters, Observation Balloons, and Satellites are produced at the Hangar, while all fixed wing aircraft are built at the Airport. They cruise the skies, firing upon other aircraft as well as ships and land units below. Bombers ­ Bombers are especially good against Land Units and are vulnerable to Fighters and Anti-Aircraft Guns. Bombers are first available in Epoch 11 with the advent of the Twin Engine Bomber. In Epoch 12, the Quad Engine Bomber is available, followed by the Jet Engine Bomber in Epoch 13 and the Stealth Bomber in Epoch 14. The most advanced bomber is the Orbital Bomber, available to you in Epoch 15. Fighters ­ Fighters are quick planes with long-range guns. Fighters are excellent against Bombers and Tactical Bombers but are vulnerable to other Fighters. The Biplane is the first Fighter, available in Epoch 11. The other Fighters are the Interceptor, the Jet Fighter, the Stealth Fighter, and the Atmospheric Fighter. Scout ­ A unit with fast movement and long line-of-sight, the Scout is perfect for exploration. Scouts are built at the city center. Trade Cart ­ The Trade Cart transports valuable goods to and from cities. Trade Carts are made at Markets. Fishing Ships ­ Fishing Ships haul the bounty of the seas to your shores. Fishing Ships are built at Docks. Cargo Ships ­ Cargo Ships carry units across the waters. There is a limit to how much a cargo ship can carry, though. Cargo Ships are built at Docks. Observation Balloon ­ The Observation Balloon allows you a birds-eye view of the land, so you can plan your battle strategy or discover new resources. Observation Balloons are build at the hangar. It is available in Epoch 11. 29 28 Empire Earth® II Transport Helicopter ­ The Transport Helicopter functions very much like a Cargo Ship. Use it to carry units from one place to another. Transport Helicopters are constructed at Hangars. Paratrooper Plane & Heavy Paratrooper Plane ­ The Paratrooper Plane and Heavy Paratrooper Plane allow you to transport men into battle. The infantry units are already loaded in the plane when it is built. It is available in Epoch 12. The Paratrooper Plane and Heavy Paratrooper Plane are built at the Airport. Satellite ­ The satellite is capable of flying at high altitudes and transmitting visual and auditory information back to its base. They can only be detected by outposts and may only be attacked by fighters. The Satellite is built at the Hangar. Empire Earth® II City Centers ­ City Centers are discussed thoroughly in the first chapter of the manual. Coastal Defense ­ Coastal Defense buildings protect your shores from enemy ships. They first become available in Epoch 2. Dock ­ All boats are built at the dock. Farm ­ Workers grow food on the Farm. They are first available in the Epoch 2. IV. Buildings Without buildings, you cannot produce any units. The buildings in Empire Earth II are: Air Defense ­ The air defense building's sole purpose is to attack enemy aircraft. It is developed just ahead of aircraft and is first available in Epoch 10. Airport ­ All fixed wing aircraft are made at the Airport. You can garrison planes at the Airport. The first Airport becomes available in Epoch 11. Barracks ­ Infantry units are trained at the Barracks. Fortress ­ Fortresses defend your territories from invaders. If you garrison men at the Fortress, it provides better protection. Hangar ­ Observation balloons, helicopters, and satellites can be created and garrisoned at the Hangar. Observation balloons are built in Hangars. The Hangar first becomes available in Epoch 13. HERC Manufacturing Facility ­ An advanced manufacturing facility, all HERCs are built here. It becomes available in Epoch 14. House ­ Your citizens enjoy a warm hearth at their House. Houses confer a bonus to your population capacity, as well as to morale and fervor. Bridge ­ Bridges span rivers, easing transportation. 30 31 Empire Earth® II Market ­ Goods are bought and sold at the Market. It is first available in the Epoch 2. They have the ability to create Trade Carts, these units are used to create trade routes with Markets from other territories. Workshop ­ Pieces of Heavy and Light Artillery are made at the Workshop, and soldiers are trained to use them. Empire Earth® II Wall ­ Walls provide valuable protection to your lands against the onslaught of enemy forces. Be sure to build a gate into your walls to allow citizens and soldiers to get in and out. Wall connector sections can be upgraded into powerful Wall Towers. Warehouse ­ The Warehouse stores all the goods your citizens gather and those procured by trade. You can garrison citizens here to increase the Warehouse's efficiency. Missile Silo ­ The Missile Silo becomes available to you in the Epoch 13. ICBMs are built at the silo, and they inflict devastating damage. Outpost ­ At the Outpost, enemies are spotted long before they make inroads into your cities. These defensive structures can gain the ability to attack in Epoch 1. Outposts also have the ability to spot spies. Palisade ­ Palisades lightly fortify your perimeter. V. Combat Roads ­ Roads increase the speed of any unit, friend or foe. To build a Road, select a citizen then select the Road button. Place your cursor where you'd like the Road to start and click your mouse button. Then, drag the mouse to draw the Road. The cost will be displayed. Left-click to place and bend, then right-click when your plan is complete, and the citizen will get to work. Stable ­ Horses are bred and soldiers are taught to ride them at the Stable. All mounted units are produced here. Land is won and lost through combat. You have a varied military force at your disposal, and how you choose to use them can determine your success or failure as a world leader. · Attacks ­ Each military unit has a default attack that it uses unless you instruct it otherwise. Attacks vary based on the type of unit. · Formations ­ When you group units of the same type together into formations, they become more effective. Land Formations · Wedge ­ The most heavily armored units will line up in front, followed by the medium armored units. The light units and any special units will follow behind. · Phalanx ­ The Phalanx protects itself on three sides by packing its middle and rear with weaker units. · Staggered Line ­ In a staggered line, your units are well mixed ­ units of the same type try to stay away from each other. This formation provides good protection against bombs and other weapons that have a wide-ranging effect. Temple ­ Temples house priests, who research ancient myths to devise new and exciting technology. Temples can be garrisoned with Priests to produce technology points. University ­ Spies learn their craft here, and other wise men conduct research into new technologies, producing tech points. Citizens garrisoned at the University will increase the production of tech points. Universities also train Medics in the arts of healing. 32 33 Empire Earth® II · Double Line ­ Units in line formation are closely packed in together with ranged units placed in the rear and melee units in the front. Empire Earth® II Allies ­ You enter into an alliance when an alliance proposal that you create is accepted by another player, or you accept a proposal from another player. Allies can help each other in times of war, and trade between two allies is more profitable. Alliances can break down for a couple of different reasons. If you declare war an on ally, your alliance is immediately dissolved. Some alliances have a time limit, and when the time limit expires, the alliance expires as well. Various terms of the alliance can be altered, including line of sight privileges, border rights and resource rights. If that is not appealing to the player the deal can be sweetened by sending a player a gift when proposing an alliance which can be as simple as resources but can include units and territories. And, if you have the upper hand you can demand these instead, or and even trade of units for land or resources. The possiblities are limitless. When you propose an alliance to another player, you can choose to send tribute and determine the rights that your ally will have to your lands. Neutral ­ When another player is neutral towards you, he or she doesn't have any particular opinion of you. You can trade with neutral players, and you can also attack them. Of course, if you attack a neutral player, they may not feel so neutrally towards you any more. Hostile ­ When you are hostile towards another player, your cursor automatically changes to an attack cursor any time you mouse over the enemy's units. Phalanx ­ The Phalanx is a classic formation that can be used to protect vulnerable ships. Sea Formations · Line ­ Broadside-firing ships are most effective in the line formation. · Crescent ­ Ships try to surround the enemy to deliver punishing blows. · Phalanx ­ The Phalanx formation is a classic defensive formation that provides effective protection. VI. Diplomacy You can enlist other players to your aid and wage war against others through diplomacy. Diplomatic States Your relationships with other players in the world are defined through diplomatic states. You manage these relationships through the Diplomacy Screen. There are three diplomatic states: allied, neutral and hostile. Tribute To win the favor of other players ­ or to placate them ­ you can offer them tribute. You can send just about anything you have as tribute ­ units, resources and even territories. 34 35 Empire Earth® II Empire Earth® II Making War Plans From the War Plans Screen, you can create detailed war plans to share with other players in advance of an attack planned on an enemy. The War Plans Tool Box helps you design your war plan. You can illustrate where other players should march and even dictate how they should go about getting there. War plans ensure that you and your allies are in agreement before any attack. · Romans ­ Romans are known for their organized approach to warfare and their professional armies. The Roman power is Art of War. With Art of War, Barracks and Workshops, and Factories cost less and Heavy Infantry inflicts more damage. Their unique units are the Legionnaire, Mercenary, and Arditi. · Americans ­ Americans foster a Free Enterprise system in their civilizations. All trade routes yield more gold than normal. Furthermore, Fighters, Tactical Bombers and Bombers can inflict more damage. America's units are the Frontiersman, Minuteman, and M18 Hellcat. · Greeks ­ The Socratic Method originated in Greece, and it has a pronounced affect on the civilization. Universities cost less, and all light infantry have more health. Their units are the Hoplite, Byzantine Lancer and Partisan. VII. Civilizations and Regions Each region and civilization in Empire Earth II has its own special bonuses, granting advantages over the other regions and civilizations. Further, each civilization, taking full advantage of their environments, has unique units that no other civilization has. The available unique unit changes in Epochs 1, 6 and 11. Western Dedicated students in western cultures lead to more productive universities. Universities produce more tech points and are harder to capture. They also have more health. When a western civilization captures a City Center, Temple or University from another culture, the Westerners absorb some of the enemy's knowledge, taking additional tech points from the enemy player. · Germans ­ The German attribute is Synthetic Materials. The Germans are particularly adept at mining special resources. As a result, all units require less special resources. Furthermore, Heavy Infantry units have more health. The German unique units are the Barbarian, Teutonic Knight, and Jagdpanther Tank. · British ­ Trading Companies are Britain's special attribute. Masters of the sea, British war galleys, fighting sails and battleships inflict more damage than other civilizations' war galleys, fighting sails and battleships. The British unique units are the Druid, Light Horse, and MI6 agent. Middle Eastern The Middle East bridges the western and eastern world, and trade is lucrative here. Middle Eastern trade routes produce more gold, and Markets are more difficult to capture or destroy. Furthermore, when a Middle Eastern culture constructs a Wonder, tech points are instantly produced. In fact, enough tech points will be generated to allow the culture to instantly advance to the next Epoch. · Egyptians ­ The Egyptian special attribute is Monuments. This enables the Egyptians to construct wonders for less. Light Mounted units also have more health. Its units are the Royal Elephant, Bedouin, and EIFV (Egyptian Infantry Fighting Vehicle). · Turks ­ The Turkish attribute is Fortifications. As evidenced by the famous walls of Constantinople, the Turks are masters of fortifications. Walls, Gates, and Towers cost less, and Palisades and Palisade Gates have more health. Furthermore, Heavy Artillery inflicts more damage. The Turkish unique units are Spahi, Janissary, and Trench Gunner. · Babylonians ­ Babylonians were among the first law makers, and their attribute is Rule of Law. With Rule of Law, Spies recover their power faster. Light Infantry inflicts more damage. The Babylonian unique units are the Assyrian Bow Man, Mameluke, and Desert Fighter. 36 37 Empire Earth® II Empire Earth® II Far Eastern The City Center in Eastern cultures is a powerful place. It grants extra population capacity and is harder to capture and has more health. Furthermore, when you advance to a new epoch, you are blessed with one free technology. This technology will be chosen at random. · Korea ­ The Korean special attribute is Cultural Independence. Korean units are particularly strong willed and take longer to convert. All Heavy Mounted units inflict more damage. Its unique units are the Hwarang, Hwacha, and Mortar Team. · Japan ­ The Bushido Code governs Japanese culture. Barracks, Stables, and Manufacturing Plants cost less, and Fighters and Tactical Bombers inflict more damage. Japan's unique units are the Samurai, Ninja, and Zero Fighter. · China ­ China's special attribute is Governors. With this attribute, City Centers are less expensive, and Heavy Infantry units have more health. China's unique units are the Dragon Archer, Dragon Song, and Type 96 Heavy Tank. · Aztecs ­ Aztecs are adept at Pathfinding. With this attribute, unit speed is not affected by poor weather. Light Artillery also inflicts more damage. The Aztec unique units are the Atlatl Thrower, Jaguar Knight, and Jungle Healer. · Mayans ­ Blessed with the Power of Myth, Mayan Spies and Priests recover their power faster. Both Spies and Priests also have more health. The Mayan unique units are the Quetzal Warrior, Hornet Thrower, and Sunray. VIII. Regional Powers In addition to the Abilities above, each Region in Empire Earth II has a unique set of Powers throughout the Epochs. Regional Powers are activated by left-clicking on the Regional Power button in the UI. All Regional Powers are timed, and the remaining time that the Power is in effect is shown counting down within the icon. Western Regional Powers Meso-American Temples in Meso-American cultures are especially sacred, and the priests there can produce tech points more quickly. Temples are harder to capture and have more health. Priests themselves are quite powerful, too. When they convert an enemy, you will be granted additional tech points, provided that you and your enemy are in the same epoch. If your enemy is one or more epochs ahead of you, you will earn an even higher number of tech points if you convert an enemy unit. If, however, your enemy is below your current epoch, you'll earn less than points than you normally would when converting a unit. · Incas ­ The Incan attribute is Cities of Gold. Citizens mine gold faster, and Light Infantry has more health. Its special units are the Bola Thrower, Eagle Warrior, and Thunder Gun Self-Propelled Artillery. Tribal Customs (Epochs 1 ­ 5) All resource gathering (not including Technology Points) is increased. Scientific Freedom (Epochs 6 ­ 10) Technology research time are reduced. Rapid Deployment (Epochs 11 ­ 15) Any units garrisoned in the player's Fortress can be transported instantaneously to any target location that you have line-of-sight (LOS) to. Middle Eastern Regional Powers Supreme Effort (Epochs 1 ­ 5) Citizen's construction speed is increased. Lost City (Epochs 6 ­ 10) All units and buildings within the limits of a selected City Center become cloaked, invisible to all enemy units (including Spies and Outposts.) Any of the player's units entering the effected city limits become invisible. 38 39

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