Empire Earth Strategy Guide
CTR+1,2,3,4,5,6,7,8,9 - Assigned Grouping. Simply pressing a #
once will select the group you created. Double tapping a particular # will
automatically snap to group leader location.
TAB - Selects an idol worker.
(SELECTED PRODUCTION BUILDING) + RIGHT CLICK - Creates a rally
point for units to automatically move to after creation. Rally points may be
placed on game resources and buildings. This is particularly useful.
CTR+RIGHT CLICK - Commands military units to move aggressively.
With aggressive movement, a military unit will attack anything hostile. This
includes all buildings (excluding walls) and player game units.
**TIP** Aggressive movement may be achieved by rally pointing a
military building on a resource (e.g Wood). Good for rushing.
DOUBLE LEFT CLICK - Selects all available buildings/units
available on your screen. Particularly useful to select a group of particular
**TIP** While holding down shift and moving the screen to more
units of the same type will add to group selection.
SHIFT + RIGHT CLICK/LEFT CLICK/TAB - Allows chain commands to be
executed. This involves attacking a particular unit, movement, laying down
building tiles, and group selection. When mass units are created, the game will
only allow you to select a limited number of units in your group. By holding
down shift while selecting additional units, you are able to add additional
units to a group. A combination of hot keyed commands can be executed using shift.
**TIP** Holding down shift while selecting a production key will
assign 5x of single production.
Balancing Resources and Production - The goal is to have a
constant production while your civilization grows. By trying to be
"reserved" on spending resources on an immediate military or stronger
society is a loss. The only advantage to reserve of resource spending is when
you may gain a tactical advantage in one criteria over another. Examples of
reserved spending is when you are trying to epoch to another age, cut back on
military production to improve society, or limit immediate gathering of a
particular resource (e.g hunt) too gain a tactical advantage later.
**TIP* Don't consume your animals all at once because animals can
reproduce to allow more food to gather later.
Using Groups to Balance Production - Assigning buildings groups is
a very effective way to manage production. Creating a group for your capital
and first town center is a good way to balance the individual production of
citizens on both buildings. As time goes on, you can add more town centers to
your already assigned town center group by hold SHIFT as you select the new
town center, and overwriting the already made town center group.
**TIP** If you are creating a particular unit of a multiple
grouped production, be sure to make sure to select individual buildings at the
bottom grouping bar to make sure units in que are close to the same on each building. Having 4 units
in que on the first building, 1 on the next, and none on the next two is a
complete waste of potential production.
Exponential Growth - A good fundamental to keep in mind is that
the higher society you have (e.g citizens), the faster you can gather
resources. An excellent strategy that is incorporated throughout all game play
is to have enough food production to keep a steady production of citizens that
enable the ability to keep a constant production of military. HOWEVER, you must
balance your society growth with military protection.
**TIP** This fundamental applies to all players. So, a skilled
"rush" can render a player a significant decrease in production.
Killing 6 citizens on a player who has 30 citizens is a 20% loss to their
gather vs. a player loosing 20 citizens with a 200 citizen count loosing 10% of
Countering Tactics - We all know basic counters, Spear > Shock,
Shock > Archer, Archer > Spear. However, game elements change these basic
fundamentals. If a group of 10 Cavalry Archers is being attacked by 20 swords,
a simple battle without player control would end with the swords absolute
victorious. However, cavs move much faster than swords. If the player with cavs
is to attack the swords and retreat before being attacked by a sword unit then
simply attack again with distance between the swords, the cavs will easily
prove victorious. There are multiple advantages of archery units that may not
be quite obvious. The obvious, they are attacking from a range. An archer is
capable to get off 3x attack rounds before they are confronted with attacks
from an opponent. Projectiles can be shot over walls. This is useful for
defending against attacks. Projectiles are capable of attacking a single point
(unit). Useful for destroying building tiles or taking down powerful units one
at a time. While a front group is retreating, units towards the back can
continue to attack. These are all points of interests with a particular unit
type, experiment around, and more shall be revealed.
General Game Characteristics:
Shock Units - High amount of HP, standard infantry speed, standard
attack, hit bonus against Citizens and Archers.
Spears Units - Low Amount of HP, standard infantry speed, high
attack, hit bonus against Shock Units.
Archery Units - Low Amount of HP, slower speed, lower attack, hit
bonus against spear units and citizens.
Cavalry Units - [Unit Type bonuses Apply] fast speed (standard
amongst cav units),
Building HP - Buildings are easier to destroy as the game Epoch