Empire Earth 2 - General Civs Specific Strategies


Part 2

Empire Earth 2 is a game deep with strategic options. If it were only civilizations alone, the game would still be very complex due to the Unique units and Civ bonuses. I will try to give a good impression on how Civs are best used at least in my own opinion.

Pick a Civ:

Babylonians

Babylonians are a handful on the battlefield, their Assyrian bowmen have become notorious for their high attack, relatively low cost, and pretty quick production speed. In the early ages Babylon enjoys a boost to building thanks to their “Supreme Effort” regional power. This give the Babylonian player a grand boost to either booming or preparing a rush force. Babylonian light infantry receive bonus to their damage making them able to field the unit with the highest attack in the early game (excluding light artillery). Defense is just as easy as offense for the Babylonian player so the ball is in there court in terms of dictating how the game will play out. Defense in the middle game is paramount and is easily taken care of due to the fact that you can make a city disappear! Having market bonuses is always a good thing, having a power that steals a percentage of enemy trade routes is awesome, especially if you are facing a heavy trade Civ like America

Since the Middle Eastern region has one of the grandest bonuses in the game “When you complete a wonder you receive all the tech points required to research all techs in that Epoch and Epoch up. So if you stay behind and research plenty of techs you can give yourself an instant boost once you build a wonder.

Research techs to improve your early age light infantry and techs that will help booming, since the Babylonians don’t have a great early boom all the resource techs and price cuts you can find should be researched.

Babylonians are to be feared in the early game and as the game progresses they lose little respect in military terms. If you are faced by a Babylonian player than be prepared for a very hard fight that could last far longer than you want.


British

British are EE2’s only effective ocean going Civ, it flows with England’s historical significance and offers a little ocean going fun. Stronger ships make a British player a troubling sight on a water map. Since they get the same regional bonuses as America and really play like America for the first part of the game they will be easy to pick up by a player familiar with America. British make awesome team players and provide a building block to conquering the waves. Couple that with better trade revenue and you have a heavy hitter in team games.

Having priests as an early UU won’t really help at first however after about 15 minutes of continual Druid training you won’t have a worry in the world as far as getting attacked is concerned. The problem is British can’t hold off a rush in Epoch 1 so planning an effective defense is key, research the outpost tech to make them fire and build them fast. Combine them with priests and you might have a chance, however in 1vs1 there is a very probable chance you won’t make it to Epoch 2.

Research techs to boost your Druids and spies, British spy and priest UUs are very powerful and you should key in to making them the most powerful they can be. Also research techs to boost your already powerful ships, make them unstoppable tyrants of the sea!

Brits are best used in team games on water maps, if you’re on an island in later epochs with British boats and your ally has American planes you will stand the best chance possible. Having ocean going juggernauts and birds of prey circling your homeland there is a very slim chance someone will break through.


Pick a Civ:

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