Renaissance Epoch VII

(1300 AD - 1500 AD)

Best viewed in 800x600 or higher resolution


This is the last epoch of the Archery Range. Soon, the Infantry - Ranged (guns) replace the archer. Still pretty
much the same gameplay as the Bronze Epoch (IV). Some artillery starts showing up. For Civilization Specific Powers,
this is the first epoch of Spain's Conquistadors while this is the last epoch for Ancient Greece's Flaming Arrows and
The Franks' Crusaders ability. Same old combos, Spear and Ranged on land units and Battleship and Frigate on the waters.


Food and wood are the big necessities in this epoch. Food is limited only by farms. Wood is needed for boats, farming,
 and buildings. Gold is needed as well. Iron is becoming more necessary (guns & cannons) but gold is still preferable.
And stone is still mainly for defense and some buildings.

Remember too, more options means you need more resources.

Unit resource breakdowns:

Arquebus = food & iron
Ballista = gold & wood
Basilisk = iron & wood
Battleship - Renaissance = gold & wood
Canine Scout = food
Carabineer = food & gold
Chariot Archer = gold & wood
Citizen = food
Crossbow = gold & wood
Culverin = iron & wood
Fishing Boat - Bronze = wood
Frigate - Renaissance = iron & wood
Galleon - Renaissance = iron & wood
Heavy Ram = gold & wood
Heavy Siege Tower = gold & wood
Imperial Cuirassier = food & gold
Knight = food & gold
Long Bow =  gold & wood
Long Sword =  food & iron
Pike Man = food & iron
Priest = food & gold
Prophet = food & gold
Transport - Bronze = wood
Trebuchet = gold & wood

Building resource breakdowns

Archery Range = wood
Barracks = wood
Dock = wood
Farm = wood
Fortress = wood
Granary = wood
Hospital = stone & wood
House = stone & wood
Settlement = wood
Siege Factory = wood
Stable = wood
Temple = stone & wood
Tower = stone
University = stone & wood
Wall/Gate = stone

Wonders can also be built (see here for description)

Coliseum = gold & stone & wood
Ishtar Gates = iron & stone & wood
Library of Alexandria = gold & stone & wood
Pharos Lighthouse = iron & stone & wood
Temple of Zeus = iron & stone & wood
Tower of Babylon = gold & stone & wood

To start out, you'll need a couple Citizens   which you should start out with. Next objective is to build a
Settlement  Town Center  then Capitol  as needed. To upgrade
from a Settlement to a Town Center requires 5 Citizens to populate the Settlement. After 10 Citizens populate a Town Center
it becomes a Capitol. Adding more citizens adds a bigger morale bonus. From a Town Center or a Capitol (but not a
Settlement) you can produce more Citizens or even the Canine Scout  which can go through trees and makes a decent
unit to "see what the Joneses are up to". Got to keep up with those Joneses you know.

Also, try to keep a Settlement, Town Center or Capitol near resources so that the resources are gathered
faster. Don't make the citizens have to walk too far.

Next is the house . The house makes your units stronger and more durable within range of the house.
Houses help improve your defenses. Town Centers and Capitols also provide defensive bonuses as well.

There is one upgrade in this epoch. Windlass  increases stone production.

Towers, Walls & Gates (defense)


After you get your economy going with food and wood production/collection, you'll want to start thinking about your defensive
and military options. For defense, you need to make a choice between weaker wooden palisades, which are easier to make
but not as durable, or the more durable stone variety. Unless tapped for stone, I recommend the stone defenses. In a pinch
though use the wooden palisades. Remember also that wood burns and there is the Civilization Specific Power of Ancient
Greece called Flaming Arrows as well as the Prophet's Fire Storm. The ability to create a gate from 5 inline walls exists.
Walls should be used to slow down the enemy and are fairly quick and inexpensive to build. Walls can't fight back like
Towers can but do serve well to slow down an enemy from getting to a place you don't want them to be. Also take note,
trees and other obstacles make great boundaries for your village, town, and eventual (hopefully) prosperous city. Also note
that Carthage's Pathfinding* ability negates this boundary strategy in The Art of Conquest Expansion.


In all epochs, the Priests  and Prophets  are made at the Temple. The safeguard against Priests is the University.
Units within range of a University can not be converted by Priests. Prophets can not do their 'voodoo' around a temple so
there is protection against Prophets if you plan out making Temples for protection. Priests work well as defense now since
the Universities your opponent probably has up cancel out any attack abilities. They are nice as defense though because the
enemy comes into your camp and you get new units (even over your Pop Cap). The Prophet is still as useful as ever.
Launch some of those 'voodoo' whoodoos when the opportunity arises then go back and recharge afterwards.

There are three upgrades available in the Renaissance Epoch. The first is Tarot  which increases Prophet speed.
The second is Astrology  which increases Prophet range. The last is Printing Press  which is a very
'must have' upgrade because it allows Priests to convert enemy Priests.



Henry V (Henry the Fifth)  is the Warrior Hero. Isabella I (Isabella the First of Castille)  is the Strategist Hero.
See chapter XI in the Empire Earth manual for more information on heroes.

Archery Range

This is the last epoch of the Archery Range so try not to go overboard if you may be going to later epochs. The first unit is
the Long Bow  who is the basic archer unit. The Chariot Archer  is a ranged cavalry unit. The last unit is the
Crossbow  which is a sniper type unit (one shot - one kill with infantry units). With archery/ranged units, you
usually want to improve the range of the unit. Attack is also another good improvement as well. A common tactic is to use
a group of Pike Men and/or Knights with increased hit points and attack values as a protective shield for your
ranged units. this way, if units get in close, your Pike Men can take care of them while your archers attack from a safer
distance. Archer units need to beware Long Swords and Imperial Cuirassiers which is why you have the Pike Men and/or
Knights, right?


There are 3 units produced at the Barracks this epoch. The first is the Long Sword  which is the basic sword infantry.
The next is the Pike Man  which is the basic spear infantry. The last is the Arquebus  or, in other words, an early
gunman. Also, if you noticed a large poster that shipped with the game, there is a unit relationship chart included.
Learn the unit relationships for better gameplay. In this epoch, things change a bit from the previous Bronze Epoch type setup.
It is a good idea to build several of each type to be prepared for any attack. You need to make the decision though of which
road to take. Also, don't forget the improvements to hit points, speed, range and such. Improved units usually slaughter
unimproved units. Improvements and upgrades give the advantage.


Note that in The Art of Conquest Expansion, you need to be using a water map and not a space map to use the water.
Running low on food? Try building a few Fishing Boats  to pick up some extra food. Do you want to storm the
beaches of another island? Try building some Transports  to carry your land troops across the water. Next you
have a full range of ships available to build but like other units, there are unit relationships where one unit has an advantage
against another while having a weakness against another. The Battleship  really shines out of all the ships
to be built but does have a weakness against the Galleon . Frigates  have an advantage
against Galleys but are weak against Battleships. Battleships will usually be the main unit of your navy though because they
are pretty durable but are also a bit expensive. If coming from the Middle Epoch (VI) then these units need to be
upgraded . Frigate - Middle Ages to Frigate - Renaissance, Battleship - Middle Ages to Battleship - Renaissance,
Galley - Middle Ages to Galleon - Renaissance.

Siege Factory

The first unit is the Ballista . The second is the Heavy Siege Tower . The third is the
Trebuchet . And fourth is the Heavy Ram . The fifth is the Culverin . And the last is the
Basilisk . A bunch of units, huh? The Ballista is really an artillery piece (for attacking infantry) same as the Culverin.
The Siege Tower is like a transport but for walls. The Catapult and Basilisk are wall crushers. And the Heavy Ram is another
wall crusher but without the range of the Catapult or Basilisk. It is open to your style of play as to how you wish to attack
your opponent's defenses. Siege weapons are to take out or bypass enemy defenses.


Several units available at the Stable now. The first is the Imperial Cuirassier . The Second is the Knight .
The third is the Carabineer . This creates the cavalry relationships of sword -> archer -> spear -> sword. Or
Imperial Cuirassier against Carabineer. Carabineer against Knight. Knight against Imperial Cuirassier. As you will notice,
Stable units are cavalry units. They also cost a bit more, take up two of your population, are faster, and have more hit points.
I usually use cavalry as 'firemen'. Since cavalry is faster, it can get to places quicker than infantry can and put out that enemy
'fire' quickly. Note also that the Persian Cavalry is ranged cavalry which also acts like an archer unit. Also, if coming from the
Middle Epoch (VI) then you will need to upgrade  the Cataphract to get the Imperial Cuirassier.

Support Buildings


Ever think about getting a bunch of units ahead so that you don't have to wait around to build units after an enemy starts
invading the crap out of you non stop? With Fortresses, you can stockpile pre-built armies so that you can in essence build
over your Pop Cap. All units stored inside a Fortress do not count against your Pop Cap so you can then build more units. If
you are at or over your Pop Cap, you can use Fortresses to store up soldiers for that rainy day. As your outside units start
getting slaughtered, just pull units out of the Fortress(es). Instant pre-built reserves. You need to protect these structures
though, because if they are destroyed while you are at your Pop Cap, the units inside a Fortress die (but if any gap in the
Pop Cap, units are automatically jettisoned from the building on a last in - first out basis).


Granaries are needed to make farms. If placed well, one Granary can plant the seeds for 8 farms all around it. There is also
an option on the Granary to replant farms should any be destroyed. Farms have PILES of food and can also be populated
like Settlements/Town Centers/Capitols. When 8 Citizens populate a Granary, the size of the Granary increases. Each
Citizen populating a Granary (up to 8) helps to increase food production. Speaking of which...

There is an upgrade to farming called Wheeled Plow .


Hospitals help heal your units when they get hurt in battle. Within a certain range of a Hospital, units start healing (shown
with a green dot graphic). You should probably place a Hospital just behind the lines so that it doesn't get destroyed but also
so that it is easier to get to for your hurt units.

There are two upgrades at the Hospital in this epoch. The first is Human Anatomy  which increases
Citizen and Canine Scout hit points and Citizen attack values. The other is Quarantine  which increases the
healing rate and range of the Hospital.


The University is for advanced research projects.

There are two upgrades at the University. The first is Bulls-Eye Lantern  which increases your building's LOS
(Line of Sight). The second is Law School  which increases the University's protection range.

Civilizations and their bonuses (bonuses vary between different versions/updates)

Note: How to determine which bonuses are right for you? Look at how you plan to play the battle. If you plan on walling
yourself in then the Civ - Economy (stone) bonus plus the Civ - Buildings, Walls & Towers bonuses will help out. If you plan
on using lots of Priests then Religion - Priest bonuses and  Civ - Economy (gold) bonuses are the way to go. Each civilization
has its advantages and disadvantages throughout each epoch and each map type. Island maps will require ships and ships
require wood, gold, and iron so not only the Ship bonuses but also Civ - Economy (wood, gold, iron) help as well. There is
no perfect civilization and even picking a civilization that may seem 'handicapped' usually does not decide a game's fate same
as picking a seemingly advantaged civilization does not decide either, but it can help if facing a similar opponent and any edge
you can get over some one else is a good thing I feel.  The nice part of Empire Earth is that the game structure allows for
miscalculations without any severe penalties. The other player's Ships may have better range but yours are faster so the range
advantage is not very useful now because with the speed, the shots now miss most of the time. There is always a counter for
everything available. Improvements give an advantage to a certain area. Also, the beginning civilization bonuses give an early
advantage and a later advantage as well. Even though you may start out with a civilization bonus of Infantry - Ranged (range)
you can still improve that range more with the unit improvement feature. So you start out with +2 but then improve twice
more at +2 each time so now the range is +6 whereas your opponent can only upgrade range twice and didn't have the
starting Infantry - Ranged (range) bonus so can only get to a +4 range. However, his civilization started out with a Citizens &
Fishing Boats (speed) bonus so he can therefore get more resources faster. More resources = faster and larger army
production. See how that works?

Also, a breakdown on how the bonus system can be applied to units.

Archers - Foot = Long Bow & Crossbow
Cavalry - Ranged = Chariot Archer & Carabineer
Cavalry - Spear = Knight
Cavalry - Sword = Imperial Cuirassier
Civ - Building, Walls & Towers = defensive bonuses
Field Cannon & Anti-Tank Guns = Ballista & Culverin
Infantry - Ranged = Arquebus
Infantry - Spear = Pike Man
Infantry - Sword = Long Sword
Religion - Priests = Priest
Religion - Prophets = Prophet
Ships - Battleships & Carriers = Battleship - Renaissance
Ships - Frigates & Cruisers = Frigate - Renaissance
Ships - Galleys, Transports & Subs = Galleon - Renaissance & Transport - Bronze
Siege Weapons & Mobile AA = Heavy Siege Tower & Trebuchet & Heavy Ram & Basilisk
Economy bonuses are always good as are Citizen bonuses too.

Ancient Greece = Cavalry - Spear (attack, build time, hit points), Citizens & Fishing Boats (speed), Civ - Economy
(gold, hunting & foraging), Civ - General (conversion resistance), Infantry - Spear (attack, hit points, speed),
Ships - Frigates & Cruisers (attack, range), Siege Weapons & Mobile AA (attack, cost, rate of fire)
Assyrian Empire = Archers - Foot (attack, speed), Cavalry - Ranged (hit points, range, speed), Cavalry - Sword (attack,
hit points), Citizens & Fishing Boats (range), Civ - Buildings, Walls & Towers (build time, hit points), Civ - Economy
(farming, hunting & foraging), Civ - General (pop cap)
Babylon = Archers - Foot (hit points, range speed), Cavalry - Spear (armor, hit points, speed), Citizens & Fishing Boats
(hit points), Civ - Buildings, Walls & Towers (range), Civ - Economy (stone, wood), Infantry - Spear (build time, hit points,
speed), Religion - Prophets (range, speed)
Byzantine Rome = Citizens & Fishing Boats (build time), Civ - Buildings, Walls & Towers (cost, hit points),
Civ - Economy (farming), Civ - General (pop cap), Infantry - Ranged (range, speed), Infantry - Sword (attack, hit points,
speed), Ships - Battleships & Carriers (attack, build time)
Carthage = Cavalry - Spear (attack, build time, speed), Cavalry - Sword (armor, hit points), Citizens & Fishing Boats
(cost), Civ - Economy (fishing, stone), Civ - General (mountain combat), Infantry - Ranged (armor, cost), Ships - Galleys,
Transports & Subs (cost, range)
Kingdom of Israel = Archers - Foot (armor, hit points, range), Citizens & Fishing Boats (build time),
Civ - Economy (fishing, iron), Infantry - Sword (hit points, speed), Religion Priests (build time, cost, hit points),
Religion - Prophets (hit points, range), Ships - Battleships & Carriers (attack), Ships - Frigates & Cruisers (attack),
Ships - Galleys, Transports & Subs (attack)
Austria = Cavalry - Sword (armor, attack ,speed), Citizens & Fishing Boats (attack, cost), Civ - Economy
(hunting & foraging), Civ - General (conversion resistance), Field Cannon & Anti-Tank Guns (armor, build time,
hit points) Infantry - Spear (attack, hit points, speed)
England = Archers - Foot (range, cost, build time), Cavalry - Ranged (cost), Cavalry - Spear (armor),
Citizens & Fishing Boats (build time), Civ - Buildings, Walls & Towers (cost, range), Civ - Economy (fishing, gold),
Infantry - Ranged (hit points, range), Ships - Battleships & Carriers (attack, build time), Siege Weapons & Mobile AA
(hit points, rate of fire)
Franks = Cavalry - Spear (hit points), Cavalry - Sword (armor, cost, hit points, speed), Civ - Buildings, Walls & Towers
(attack, cost), Civ - Economy (gold, wood), Civ - General (conversion resistance), Religion - Prophets (cost, range),
Siege Weapons & Mobile AA (attack, hit points)
Kingdom of Italy = Cavalry - Ranged (attack, build time), Cavalry - Sword (build time), Citizens & Fishing Boats (cost),
Civ - Buildings, Walls & Towers (build time, hit points), Civ - Economy (stone), Civ - General (mountain combat),
Infantry - Ranged (cost, hit points), Religion - Priests (hit points, range, speed), Ships - Frigates & Cruisers (attack)
Ottoman Empire = Cavalry - Ranged (attack, hit points, range), Citizens & Fishing Boats (build time, speed),
Civ - Economy (farming, stone), Civ - General (pop cap), Field Cannon & Anti-Tank Guns (build time, cost),
Religion - Priests (cost, hit points)
Spain = Cavalry - Ranged (speed, range), Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers (range),
Civ - Economy (farming, iron), Civ - General (mountain combat), Infantry - Ranged (attack, build time, hit points),
Infantry - Spear (armor, attack, hit points), Religion - Priests (hit points, range), Ships - Galleys, Transports & Subs
(attack, cost, hit points)
France = Citizens & Fishing Boats (hit points, range), Civ - Buildings, Walls & Towers (attack, hit points, range),
Civ - Economy (gold, wood), Field Cannon & Anti-Tank Guns (build time, range), Infantry - Ranged
(attack, range)
Germany = Citizens & Fishing Boats (cost, hit points), Civ - Economy (stone), Ships - Galleys, Transports
& Subs (attack, hit points, range)
Great Britain = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers (attack, build time,
range), Civ - Economy (gold, hunting & foraging), Field Cannon & Anti-Tank Guns (attack, hit points, speed),
Ships - Frigates & Cruisers (build time, hit points, speed)
Italy = Civ - Buildings, Walls & Towers (attack, build time, range), Civ - Economy (farming, stone), Civ - General
(conversion resistance), Field Cannon & Anti-Tank Guns (range), Infantry - Ranged (build time, cost), Siege Weapons
& Mobile AA (attack, hit points, rate of fire)
Russia = Citizens & Fishing Boats (build time), Civ - Buildings, Walls & Towers (attack), Civ - Economy
(fishing, iron), Civ - General (pop cap), Infantry - Ranged (build time, hit points), Ships - Frigates & Cruisers (cost),
Siege Weapons & Mobile AA (area damage, range)
United States = Citizens & Fishing Boats (attack, speed), Civ - Buildings, Walls & Towers (build time,
cost), Civ - Economy (gold, iron), Civ - General (pop cap), Ships - Battleships & Carriers (hit points, range)
China = Citizens & Fishing Boats (cost), Civ - Economy (farming), Civ - General (pop cap), Field Cannon &
Anti-Tank Guns (armor, cost, hit points), Ships - Galleys, Transports & Subs (attack)
Novaya Russia = Citizens & Fishing Boats (cost, hit points), Civ - Buildings, Walls & Towers (hit points,
range), Civ - Economy (wood), Siege Weapons & Mobile AA (hit points, range, rate of fire)
Rebel Forces = Citizens & Fishing Boats (build time, range), Civ - Buildings, Walls & Towers (hit points),
Civ - Economy (iron), Civ - General (mountain combat), Infantry - Ranged (attack, range)
Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General (pop cap), Infantry - Ranged
(armor, speed)
Korea = Civ - Economy (gold), Civ - General (mountain combat), Field Cannon & Anti-Tank Guns (build time),
Infantry - Ranged (armor, hit points), Siege Weapons & Mobile AA (range, rate of fire)

Civilization Specific Powers*

For the Renaissance epoch, these civilizations have these powers:

Ancient Greece = Flaming Arrows (III-VII)
Assyrian Empire = Slavery (I-XV)
Babylon = Priest Towers (I-XV)
Byzantine Rome = Insurance (I-XV)
Carthage = Pathfinding (I-XV)
Kingdom of Israel = Emissaries (I-XV)
Austria = Adaptation (III-XV)
England = Exploration (I-XV)
Franks = Crusaders (IV-VII)
Kingdom of Italy = Metallurgy (I-XV)
Ottoman Empire = Expansionism (I-XV)
Spain = Conquistadors (VII-IX)
France = Camouflage (I-XV)
Russia = Advanced Mining (I-XV)
China = Just In Time Manufacturing (I-XV)
Rebel Forces = Cloaking (I-XV)
Korea = Fanaticism (I-XV)

* denotes unit/building only available in the Empire Earth - The Art of Conquest add-on pack.

note: light blue and light purple sound sort of Renaissance-ish colorwise.

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