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The Empire Earth Art Of Conquest Civilization Powers are only available in the Empire Earth: The Art Of Conquest package. At the beginning of a game (when you set it up) if you want to choose multiple civilization powers, check the custom civilization check box and you will be a custom civilization. If you leave it unchecked, you will be given a list of civilizations (example, America, Russia, China, ect.) to choose from. Each has one civilization power and other abilities. If choosing a custom civilization, you are given 100 points to choose.

Powers And AbilitiesEdit

Civilization Power Description Cost
Adaptation (epochs 3-15) For every settlement or TC that is converted, gain one of the civ's powers. 15
Advanced Mining (All epochs) 7 Citizens instead of 6 can mine stone, gold and iron. 25
Bundeswehr (epochs 9-12) Any Citizen can be instantly turned into a military unit for a price. 5
Camouflage (All epochs) Idle units are cloaked. 25
Cloaking (All epochs) A new Power at the TC or Capitol, spend mana points to cloak the parts of your town you select. 25
Conquistadors (epochs 7-9) Mounted units have extra LOS. 5
Crusaders (epochs 4-7) Bronze Cavalrymen, Short Swordsmen, Long Swordsmen and Knights can also convert enemies. 15
Cyber Ninja (epoch 15) This cloaked unit can set a "Logic Bomb" on enemy buildings that disables them for a short time, and has a sword for self defence. 15
Emissaries (All epochs) Priests are cloaked. 20
Expansionism (All epochs) Instantly build Town Centres instead of having to build a Settlement and populate it with 5 Citizens. 30
Exploration (All epochs) Town Centers and Capitols have extra LOS. 5
Fanaticism (All epochs) Barracks and Capitol units can become fanatics - they will have more attack but less hit points for the duration, then their attack will return to normal but HP will stay reduced. 15

Flaming Arrows
(epochs 3-7)

Ordinary arrows of simple bowmen, longbowmen and composite bowmen become fire arrows. Buildings hit by flaming arrows can catch fire, which can spread to other structures. 25
Insurance (All epochs) When a unit is killed, a portion of the resources it cost are returned to you. 20
Just In Time Manufacturing (All epochs) For extra cost you can build units instantly. 20
Market (epochs 10-15) When a Market is built, can buy and sell resources for a transaction fee. 20
Metallurgy (All epochs) Can use gold and iron interchangeably to pay for units. 30
Missile Base (epochs 13-15) Can fire nukes, even across space. The only counter is the Anti-Missile Battery. 15
Paratroopers (epochs 11-15) Paratroop Planes can be built which drop troops at the waypoint you set for the plane. 15
Pathfinding (All epochs) All Citizens and Barracks units can pass through trees and over cliffs (except Heroes and Strategists). 25
Priest Tower (All epochs) All units within range of the tower get converted, or you can choose which get converted first. 30
SAS Commando (epochs 10-15) This unique unit can swim and set explosives on buildings. 15
Slavery (All epochs) For every few enemy citizens you kill, a new citizen appears at your Capitol, assuming you have a Capitol and are under the pop cap. 10

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