Empire Earth 2 – Epoch X Technology Guide
by MadDoc, One_Dead_Angel
May 15, 2005
Summary | Epoch 1 – Stone Age | Epoch 2 – Copper Age | Epoch 3 – Bronze Age | Epoch 4 – Iron Age | Epoch 5 – Dark Age | Epoch 6 – Middle Age | Epoch 7 – Renaisssance Age | Epoch 8 – Imperial Age | Epoch 9 – Enlightenment Age | Epoch 10 – Industrial Age | Epoch 11 – Modern Age | Epoch 12 – Atomic Age | Epoch 13 – Digital Age | Epoch 14 – Genetic Age | Epoch 15 – Synthetic Age
Industrial Age
The Investment
Epoch 10 technologies will cost you 18 tech points per technology, and 72 tech points to advance to epoch 11.
The Benefits
Talking of benefits, let us see what the different technologies are available in this epoch.
Military
Rifled Barrel
Requires : Barrack
Bonus : +1 LOS, +1 Range
Affects : Regulars, Riflemen, Assault Riflemen, Objective Force Warriors
Manufacturing Efficiency
Requires : Factory
Bonus : +10% Speed
Affects : Siege Guns, Self-propelled Artillery
Guerilla Tactics
Requires : Barrack
Bonus : +10% Conversion Resistance
Affects : All Units
Nationalism
Requires : University
Bonus : +3% Morale, +3% Fervor
Affects : Occupied Territories
Economic
Railroad
Requires : Market
Bonus : +10% HP, +10% Speed
Affects : Trade Carts
Standardized Training
Requires : Stable
Bonus : -10% Cost, -10% Build Time
Affects : Imperial Lancers
Urban Migration
Requires : City Center
Bonus : +5 Garrison Slots
Affects : City Centers, Warehouses
Telegraph
Requires : Market
Bonus : -20% Trade Load Time
Affects : Trade Carts, Trade Cogs, Container Ships
Imperial
Public Education
Requires : University
Bonus : -15% Power Recharge Time
Affects : Spies, Priests
Theory of Evolution
Requires : City Center
Bonus : +25 Regional Power Duration
Affects : Main Control Panel
Light Bulb
Requires : City Center
Bonus : +10% HP
Affects : Imperial Lancers
Iron Plating
Requires : Dock
Bonus : +10% HP
Affects : All Naval Units