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