Atomic - WWI Epoch X

(1900 AD - 2000 AD)

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The modern era of warfare begins. Planes, Tanks, Submarines, and newer units as well. Warfare has become very
devastating and more complicated than before. There are 3 fronts of land, sea, and air now to contend with. Each front
has its own challenges as well. With this new era also comes more dependence on iron. Units also become
more specialized with units for attacking specific types of targets (gameplay-wise at least). Air fighters are for
attacking air targets while fighter/bombers attack air and ground while bombers attack only ground. The United States gains
the Market building and power, and Great Britain gains the SAS Commando unit. In the air, get used to the fighter and
bomber combo. In the water, Battleships with U-Boat Subs and Dardo Cruisers start becoming a common sight. On the
ground, Observation Balloons as spotters for artillery and some ranged infantry units. Tanks now provide support for
artillery and the Flak Halftrak for defense against air attacks.


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 now more necessary (guns & cannons & planes) and is about as needed
as gold. With air warfare, walls and towers are becoming much less important but can still be helpful on many maps.
With the advent of artillery that can fire over walls though, the wall security of yesteryear is not as good.

Remember too, more options means you need more resources.

Unit resource breakdowns:

57mm AT Gun = gold & wood
A7V Tank = food & iron
Artillery = iron & wood
Battleship - Dreadnought = gold & wood
Canine Scout = food
Citizen = food
Cruiser - Dardo = gold & wood
Doughboy = food & iron
Fishing Boat - Imperial = wood
Flak Halftrak = food & iron
Fokker Fighter/Bomber = gold & iron
Frigate - Good Hope = iron & wood
Gotha Bomber = gold & iron
Grenade Launcher = food & gold
Howitzer Cannon = iron & wood
Machine Gun = food & iron
Medic - Atomic = food & gold
MKV Tank = food & iron
Observation Balloon = gold & wood
Partisan = food & iron
Priest = food & gold
Prophet = food & gold
Sniper = food & gold
Sopwith Fighter = gold & iron
Transport - Atomic = wood
Trench Mortar = food & gold
U-Boat = iron & wood

Building resource breakdowns

88mm AA Gun = gold & wood
Airport = wood
Barracks = wood
Dock = wood
Farm = wood
Fortress = wood
Granary = wood
Hospital = stone & wood
House = stone & wood
Naval Yard = wood
Settlement = wood
Siege Factory = wood
Tank Factory = 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.

In this epoch starts something that may be confusing to some. The Observation Balloon  is built at the Town Center
and Capitol. The icon for this is  which looks the same as an upgrade icon. It is a unit though and not an upgrade. It is
located at the right side AFTER the upgrades. The Observation Balloon is a great asset for scouting. It helps to provide a line
of sight for artillery pieces and other long range units as well as a scout unit.

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. Hammer Drilling Rigs  increase stone production.

If coming from the Industrial Epoch (IX), then you will need to upgrade  the Hot Air Balloon to the
Observation Balloon.

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 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. If coming from the Industrial Epoch (IX) you will need to upgrade from Imperial Towers, Walls, and Gates to
Concrete Towers, Walls, and Gates at the Town Center or Capitol .


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 is one upgrades available in the Atomic - WWI Epoch. Radio Services  increases Priest speed.



Manfred von Richtofen  is the Warrior Hero. Givan De Verran  is the Strategist Hero.
See chapter XI in the Empire Earth manual for more information on heroes.


This is a new building this epoch. It is also a very powerful building that produces powerful units. Fighters help keep
the skies clean and bombers massively blow stuff up. Planes are fragile units but are also very devastating as well.
There are always at least three types of planes available. The first is the Sopwith Fighter  which rules the air. The
next is the Fokker Fighter/Bomber  which can attack land and air but is not as damaging at either attack
as the fighter or bomber are. And finally the Gotha Bomber  which blows up ground units but can't fight
against air units.


The first Barracks unit is the Doughboy . Next comes the Grenade Launcher . Next would be the Sniper  which is
a sniper unit (one shot = 1 kill against infantry units). Another unit is the Trench Mortar . Next is the Machine Gun 
(yet another ranged infantry unit). Next comes the air defense (for shooting down balloons) Partisan . And finally, the
useful Medic  which heals units on the go instead of units having to go to the Hospital all the time (room service). 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 previous epochs. 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. If coming from the Industrial Epoch (IX) then you will need to upgrade  the Grenadier
to the Doughboy, the Sharpshooter to the Sniper, the Hand Cannoneer to the Trench Mortar, the Elite Guard to the
Machine Gun, and the Medic - Imperial to the Medic - Atomic.


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. Frigates  have an attack against Submarines but are weak against Battleships. Another
unit is the Cruiser  which can attack air units such as the balloon. Battleships will usually be the main unit of
your navy though because they are pretty durable but are also a bit expensive. Galleons are gone from the world stage now.
If coming from the Industrial Epoch (IX) then these units need to be upgraded .
Transport - Imperial to Transport - Atomic, Frigate - Royal to Frigate - Good Hope,
Battleship - Royal to Battleship - Dreadnought, and Gunboat Cruiser to Cruiser - Dardo.

Naval Yard

The Naval Yard is new to this epoch and to the game. You can only produce one thing in this epoch though. That one
thing is the U-Boat Submarine  which is excellent against ships and boats. The U-Boat is at a big disadvantage
against the Frigate however. Throughout the epochs, the Naval Yard produces the 'exotic' navy items of Submarines and
Carriers. These exotic items are powerful however.

Siege Factory

The first unit is the 57mm AT Gun . The next is the Howitzer Cannon . And finally the Artillery .
The 57mm Anti-Tank Gun is good against Tanks. The Howitzer Cannon is a wall crusher. And the Artillery is another wall
crusher. 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. A common tactic is to combine these units with Tanks so the Tanks provide protection for
the fragile but very damaging cannons. If coming from the Industrial Epoch (IX) then you will need to upgrade 
the Serpentine to the Howitzer and the Bombard to the Artillery.

Tank Factory

The Tank Factory is new to this epoch. Tanks are slow but durable attack weapons. The first Tank is the MKV 
which is a heavy Tank. The second Tank is the A7V  which is an anti-infantry Tank. The last unit is the
Flak Halftrak which is a must have against an enemy using air units like fighters and bombers. Flak Halftrak are
mobile Anti-Air (AA) units.

Support Buildings

Anti-Aircraft Artillery

The 88mm (millimeter) Anti-Aircraft Gun is an immobile ground based defense against aircraft.


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.


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 is only one upgrade at the Hospital in this epoch. Vitamins  increase Citizen speed (a must have).


The University is for advanced research projects.

There is only one upgrade at the University this epoch. Civil Liberties  increases the University's 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.

Aircraft - Bombers = Gotha Bomber
Aircraft - Fighters = Sopwith Fighter & Fokker Fighter/Bomber
Civ - Building, Walls & Towers = defensive bonuses & 88mm AA Gun
Field Cannon & Anti-Tank Guns = 57mm AT Gun & Grenade Launcher
Infantry - Ranged = Doughboy & Sniper & Trench Mortar & Machine Gun & Partisan
Religion - Priests = Priest & Medic - Atomic
Religion - Prophets = Prophet
Ships - Battleships & Carriers = Battleship - Dreadnought
Ships - Frigates & Cruisers = Frigate - Good Hope & Cruiser - Dardo
Ships - Galleys, Transports & Subs = Transport - Atomic & U-Boat
Siege Weapons & Mobile AA = Howitzer & Artillery & Flak Halftrak
Tanks = MKV & A7V
Economy bonuses are always good as are Citizen bonuses too.

Ancient Greece = Citizens & Fishing Boats (speed), Civ - Economy (gold, hunting & foraging), Civ - General
(conversion resistance), Ships - Frigates & Cruisers (attack, range), Siege Weapons & Mobile AA (attack, cost, rate of fire)
Assyrian Empire =  Citizens & Fishing Boats (range), Civ - Buildings, Walls & Towers (build time, hit points),
Civ - Economy (farming, hunting & foraging), Civ - General (pop cap)
Babylon = Citizens & Fishing Boats (hit points), Civ - Buildings, Walls & Towers (range), Civ - Economy (stone, wood),
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), Ships - Battleships & Carriers
(attack, build time)
Carthage = 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 = Citizens & Fishing Boats (build time), Civ - Economy (fishing, iron), 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 = Citizens & Fishing Boats (attack, cost), Civ - Economy (hunting & foraging), Civ - General (conversion
resistance), Field Cannon & Anti-Tank Guns (armor, build time, hit points)
England = 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 = 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 = 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 = 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 = Citizens & Fishing Boats (speed), Civ - Buildings, Walls & Towers (range), Civ - Economy (farming, iron),
Civ - General (mountain combat), Infantry - Ranged (attack, build time, 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 = Aircraft - Bombers (cost, flight time), Aircraft - Fighters (attack, build time, hit points), Citizens & Fishing Boats
(cost, hit points), Civ - Economy (stone), Ships - Galleys, Transports & Subs (attack, hit points, range),
Tanks (armor, attack, hit points)
Great Britain = Aircraft - Fighters (build time, cost, range), 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), Tanks (armor, range)
United States = Aircraft - Bombers (attack, flight time, speed), Aircraft - Fighters (flight time, range),
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), Tanks (cost)
China = Aircraft - Fighters (cost), 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), Tanks (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 = Aircraft - Bombers (hit points, speed), Citizens & Fishing Boats (build time, range), Civ - Buildings, Walls &
Towers (hit points), Civ - Economy (iron), Civ - General (mountain combat), Infantry - Ranged (attack, range),
Tanks (attack, range)
Japan = Citizens & Fishing Boats (speed), Civ - Economy (iron), Civ - General (pop cap), Infantry - Ranged
(armor, speed), Tanks (build time, speed)
Korea = Aircraft - Fighters (attack, hit points), 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),
Tanks (attack)

Civilization Specific Powers*

For the WWI epoch, these civilizations have these powers:

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)
Kingdom of Italy = Metallurgy (I-XV)
Ottoman Empire = Expansionism (I-XV)
France = Camouflage (I-XV)
Germany = Bundeswehr (IX-XII)
Great Britain = SAS Commando (X-XV)
Russia = Advanced Mining (I-XV)
United States = Market (X-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: Green and yellow seem pretty World War I so I used them

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